1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Version - May 19th (5-19)

Discussion in 'Community Patch Project' started by Gazebo, May 19, 2019.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,112
    Location:
    Aquidneck Island
    Hey all,

    New version inbound. Keeping comments brief because I'm sleepy. :)
    Long story short, refinements to the new happiness system and light balance tweaks to naval and air promotions are the biggest changes here. Everything else is largely cleanup. Yay! This is a full new version btw, I'm updating the main link as well.

    Code:
    General
        Bugfixes, performance improvements
        AI more responsive to bullying CSs
        AI more responsive for creating and moving operations
        Adjustments to AI specialist valuation formula
        UI fixes and adjustments
        Loads of github issue cleanup
    Balance
        Happiness
            Minor adjustments to tech and empire % modifier values
                Empire: 5->3
                Tech: 250->200
            Increased potency of Public Works to 20%, added +1 Happiness in city per construction
            Urbanization from Specialists is now calculated at the end of the needs hierarchy
                No longer replaces other needs, as it is the final need possible
            Specialists in a city are capped by happiness - you cannot have more specialists than you have excess happiness in a city (so if you have 12 happy and 9 unhappy, you can have 3 specialists, etc)
                This of course means that non-Venice puppets can no longer run specialists
            Empire Unhappiness thresholds now 75/50/25 (were 60/40/20)
                Cities can fracture off at 50% or less now - the 25% 'super unhappy' cutoff now simply speeds up city defection and rebels spawning by 25%.
            % modifiers on policies increased by ~5% for all policies
            Added UI element for free specialists to specialist area of city screen
        Wonders
            Uffizi and Globe Theater
                New effect added: 1 specialist in every city no longer generates unhappiness from urbanization
        Units
            Promotions
                Dreadnought I-III- health curve now 10, 15, 15 (was 15, 15 20)
                Boarded - now -2 -3 -4 (was -1 -2 -3) movement penalty
                Interception - now 25% per level (Was 20%)
                Naval Siege - now 75% versus cities (was 50%)
                Breacher - now 15 aoe on kill (was 10)
        Ideologies
            Freedom
                Capitalism - reduced bonus from 3 to 2
        Improvements
            Landmark - now grants +3 empire-wide happiness when constructed
        
    Not save-game compatible.

    Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

    For those using the replacement city view UI mod, here's an updated version:
    https://mega.nz/#!iBMAEITa!kspQMlq3asf4w6bv8y-aw72kEggYEiVo4Dagwn6vg9s
     
    Last edited: May 20, 2019
  2. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    4,712
    Looks pretty damn good, addresses my major complaints of late:)
     
  3. Rosaria's Sandwiches

    Rosaria's Sandwiches Chieftain

    Joined:
    May 19, 2019
    Messages:
    23
    Gender:
    Female
    So this means that any city with a net non-positive happiness value cannot work any specialist slots?
     
    JamesNinelives likes this.
  4. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,112
    Location:
    Aquidneck Island
    Correct, unless they're unhappiness-free specialists.

    G
     
    JamesNinelives likes this.
  5. chicorbeef

    chicorbeef Warlord

    Joined:
    Dec 26, 2017
    Messages:
    1,284
    Gender:
    Male
    Cities seceding at 50%...whoa. Is it after 10 consecutive turns at 50%? Because that's kind of scary.
     
  6. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    @Gazebo can you please include the newest version of the promotion viewer?
    I published it in March in response to issues from people who play with low resolutions; I'll attach the file again:
    Thanks.
    Edit: I updated the file with some minor spelling corrections, see my post below.
     
    Last edited: May 20, 2019
  7. XplosiveLun

    XplosiveLun A humble village

    Joined:
    Apr 24, 2015
    Messages:
    183
    Location:
    Hong Kong, China
    Did anyone build free wonder in this version?
     
  8. HungryForFood

    HungryForFood Chieftain

    Joined:
    Oct 4, 2016
    Messages:
    285
    Location:
    Malaysia
    Yes, it is bugged at the moment. The wonder cost modifier from having wonders is not working properly.

    I'm working on a fix since I assume Gazebo is sleeping right now.

    @XplosiveLun Replace the DLL in (1) Community Patch with this one, it should work. It is save game compatible.

    File removed, see my next post.
     
    Last edited: May 20, 2019
    vyyt and XplosiveLun like this.
  9. Edaka

    Edaka Chieftain

    Joined:
    Jul 14, 2015
    Messages:
    671
    To clarify, does the unhappiness-free part apply to puppets? For example, will my Roman puppet be able to autonomosly employ an engineer if it has a garden?
     
    JamesNinelives likes this.
  10. HungryForFood

    HungryForFood Chieftain

    Joined:
    Oct 4, 2016
    Messages:
    285
    Location:
    Malaysia
    Just a heads up, I've found another bug, where the AI stops acquiring policies after it becomes super unhappy, which is more likely if you're playing with modmods (eg the meteor event in Event & Decision which puts you in anarchy).

    The attached DLL should fix that for now, though the logic for switching ideologies when unhappy remains somewhat bugged.

    (includes the wonder cost fix as well)
     

    Attached Files:

    JamesNinelives, vyyt and XplosiveLun like this.
  11. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    I also have another update :lol:

    While looking through the files again I found some spelling errors in the string components (doesn't change functionality, just displayed text spelling), so I corrected it; the attached folder is now the newest version (version 22).
    Also, if some Russian language native could look over the Russian in the XML/UIPromotionTree.xml file for spelling/grammar errors that would be great, since my Russian isn't that good.
     

    Attached Files:

    JamesNinelives and vyyt like this.
  12. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,112
    Location:
    Aquidneck Island
    Let @ilteroi know on GitHub, let’s make sure our changes get synced correctly.

    G
     
    JamesNinelives likes this.
  13. Revolutionist_8

    Revolutionist_8 Chieftain

    Joined:
    Jan 30, 2016
    Messages:
    357
    Location:
    Hungary, Earth, M.W. Galaxy
    Awesome updates and changes! Thank you very much! :)
     
  14. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,112
    Location:
    Aquidneck Island
    Weird. Never saw this in testing, but I’ll take a look. I also didn’t see the wonder bug, must have been a merge related error late in dev. Thanks, I’ll issue a proper hot fix today.
     
    JamesNinelives, vyyt and bigcat88 like this.
  15. FaarmAnimal

    FaarmAnimal Chieftain

    Joined:
    Mar 28, 2019
    Messages:
    67
    Thanks for the new version. Changes look good.

    Go and and have a well deserved snooze now.
     
    JamesNinelives likes this.
  16. HeathcliffWarriors

    HeathcliffWarriors Chieftain

    Joined:
    Dec 19, 2017
    Messages:
    162
    Gender:
    Male
    Location:
    Canada
    Is the intended potency of Public Works 20% or 25%?

    For me it's displayed as 20% ingame.

    Aside from that (and the merge issue I mentioned on Github), the changes in this version look excellent, and I look forward to trying them out. :king:
     
    JamesNinelives likes this.
  17. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,112
    Location:
    Aquidneck Island
    20%. Typo above. Was 25 but I dropped it back when I added a happy face
     
    JamesNinelives likes this.
  18. Borussia

    Borussia Chieftain

    Joined:
    Mar 19, 2016
    Messages:
    52
    This patch sounds awesome.
    Can`t wait to start a new game after I finished my current.


    Is it now possible in this new version to see how many times we already constructed public works per city?


    I have also some questions to clarify the air combat mechanics:

    1. Air Penetration I+II cannot be chosen by stealth bombers. But if I get them on my heavy bombers and then upgrade to stealth bomber can I keep them and this means I have stealth bombers that never can be intercepted?

    2. If I specialize and use my fighters for air sweep only I do not need intercept promotions at all?

    3. If question 2 is true that means that airsweep fighters always have a higher CS than interceptors if the interceptor fighters don't want to be next to useless with their 20% base intercept chance (if they use promotions for ace pilot instead of intercept)? Is this intended?

    4. Imo the only useful promotions for AA units are the intercept II-IV promotions and the 75% against air units promo II. I hope the AI is able to pick exactly those and not run around with AA gun units with only 20% intercept chance and useless things like shock or drill.
     
    vyyt likes this.
  19. Bromar1

    Bromar1 Chieftain

    Joined:
    Feb 26, 2015
    Messages:
    662
    So can puppet cities work specialists only if they have gardens?
     
  20. Moi Magnus

    Moi Magnus Warlord

    Joined:
    Mar 1, 2015
    Messages:
    1,760
    @Gazebo If I have a specialist and no remaining happiness, get rid of the specialist (so reduce by one urbanisation), but as a consequence of not working that specialist unhappiness from needs increase by 1, does that mean I am not able to put the specialist back? Or does the limit on number of specialists take in account the unhappiness reduction from working the specialist?
     

Share This Page