New Version - May 19th (5-19)

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Gazebo

Lord of the Community Patch
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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
 
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Cities seceding at 50%...whoa. Is it after 10 consecutive turns at 50%? Because that's kind of scary.
 
Did anyone build free wonder in this version?
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.
 
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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

Correct, unless they're unhappiness-free specialists.

G

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?
 
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)
 

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  • CvGameCore_Expansion2.7z
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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.
 

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  • (7b) Promotion Tree for VP.zip
    21.7 KB · Views: 123
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)

Let @ilteroi know on GitHub, let’s make sure our changes get synced correctly.

G
 
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)

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.
 
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:
 
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:

20%. Typo above. Was 25 but I dropped it back when I added a happy face
 
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.
 
@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?
 
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