New Version - May 1st (5/1)

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Gazebo

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Hey all,

New version inbound.

Patch notes:

== CP ==
- Bugfixes -
  • Fixed Defensive Pact malfunction
  • Fixed DOW screen issue with CS denouncement chain
  • Trade deal bug re: resource cost fixed
  • Cities traded via peace deals now count as 'conquered' cities, whereas cities traded during peacetime count as gifts.
  • Removed era scaling stuff on instant yields from CP to preserve CP vanilla values
  • Fixed JFD leader mods not triggering some bonuses due to conversion caching
  • Performance enhancements in some areas (beliefs esp.)
- AI -
  • Tactical adjustments to aggression and placement logic
  • Tactical adjustments to AI priority for defense and the occupation of defensive locations
  • AI evaluation of tactical locations can now 'overlap' for plots- multiple tactical types can look at the same tile, thus increasing the priority of high-traffic tiles (this does hurt performance a bit)
  • AI deal logic revised re: 3rd party wars
  • Fixed some AI military targeting selection oddities

== CBO ==
- Balance -
Promotions:
  • Whirlwind now 'Coup de Grace' - 30% more damage v. targets w/ less than or equal to 50% health
  • Splash damage attacks now only affect units within range of the firing unit, not all units around the attacked unit
  • Barrage and Targeting now affect units w/ less than or equal to 50% health
  • Snipers now Firing Doctrine (name change)
  • Accuracy and Firing Doctrine now affect units w/ more than 50% health
Religion:
  • Founders now scale based on population, followers, or follower cities - all founder beliefs now scale better for wide empires/religions, avoids early issues with power spikes, and have more tangible benefits late game - All still scale with era as well. Founders are thus generally a bit weaker overall, making the difference between founders and non-founders more trivial in the early game.
    • Way of Transcendence: now 20 of every yield per city following your religion
    • Ceremonial Burial - now 5 per city following your religion
    • Holy Law - yields now equal to number of followers; removed WW policy element
    • Way of the Pilgrim - base yield of 10, but scales with population of target city (larger cities = more yields)
    • Council of Elders - 5 per city following your religion
    • Apostolic Tradition - yields now equal to number of followers; WW policy requirements element moved here

Online as of 12:15am EST. Not savegame compatible.

Link: https://mega.nz/#!6cUARRzR!lHneGbw3CyyM9QkQPjznphN-cuDmTL810e_ATNPvpkM

Cheers,
Gazebo
 
  • Whirlwind now 'Coup de Grace' - 30% more damage v. targets w/ less than or equal to 50% health
You would think Coup de Grace would give you a 15% chance to deal +130%/240%/350% more damage!
 
For AI stuff. I was worried about the performance cost of all that defensive tactical scripts, since thoroughly valueing every defensible tile sounds costly, specially if this has to be done at each turn. Let's see first how it works and maybe look for simplifications later. The devil is truly in the details, I wasn't expecting that offensive movement would interfere with friendly units in defensive positions (maybe because when I launch an assault on one area, I use all the units in that area, so offensive actions take preference over defensive in that place). Anyway, Ilteroi had very little time to work on defense, so I hope he can refine and increase performace. Now I really want to start a new game.

For ranged promotions. The nerf to splash makes a lot of sense, actually. Barrage and Accuracy I don't know if I like (they are disjoint sets, focused on attacking units), but seems like it's going to encourage rotations, so maybe it's ok. I like coup de grace, too, it was at the opposite side of Logistics, right?

For religion. Now that being a founder is not so decisive, could you let some AI to not focus on religion so much? Specially warmongers planning to take holy cities, and maybe tall civs to be a little less inclined to found. This way maybe India is finally able to found.

Welcomed release, thanks!
 
The founder belief changes, is this just your follows and cities following your religion or ALL cities following? I prefer the latter, give more of a reason to covert other empires.
 
For AI stuff. I was worried about the performance cost of all that defensive tactical scripts, since thoroughly valueing every defensible tile sounds costly, specially if this has to be done at each turn. Let's see first how it works and maybe look for simplifications later. The devil is truly in the details, I wasn't expecting that offensive movement would interfere with friendly units in defensive positions (maybe because when I launch an assault on one area, I use all the units in that area, so offensive actions take preference over defensive in that place). Anyway, Ilteroi had very little time to work on defense, so I hope he can refine and increase performace. Now I really want to start a new game.

For ranged promotions. The nerf to splash makes a lot of sense, actually. Barrage and Accuracy I don't know if I like (they are disjoint sets, focused on attacking units), but seems like it's going to encourage rotations, so maybe it's ok. I like coup de grace, too, it was at the opposite side of Logistics, right?

For religion. Now that being a founder is not so decisive, could you let some AI to not focus on religion so much? Specially warmongers planning to take holy cities, and maybe tall civs to be a little less inclined to found. This way maybe India is finally able to found.

Welcomed release, thanks!

Many of the defensive changes are mine, so don't blame ilteroi. The slowdowns are minor, honestly - I only mention them to head off any 'what did you do?' complaints from people.

G
 
Damn Gazebo, did you make the AI more aggressive?

Just got attacked by 3 different civs at the same time and had this before, emperor difficulty
 
Many of the defensive changes are mine, so don't blame ilteroi. The slowdowns are minor, honestly - I only mention them to head off any 'what did you do?' complaints from people.

G

Are these Framerate slowdowns or turn time slowdowns?
 
Hi Guys!

Haven't played the game for around 6 months, missed a bunch of changes to the mod :c5unhappy:. But - I would really want to catch up now! I know there is no log of changes, but can any of you guys update me, briefly, on some of the biggest features implemented in this past half a year?
A very short list will do :) - things like being able to move through ocean in early eras, additional win conditions (are there?!), diplomatic damage for civilian casualties, and things like that.

I really wouldn't want to go into a new game not knowing the full extent of its great features... and be killed by everybody, immediately. :cringe:


I will be eternally grateful! :worship:


Spoiler :
If you think that's the wrong place for asking this sort of stuff, please tell me where I should go :hatsoff:
 
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