New Version - May 20th (5/20)

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Thanks, I see it now! Somehow I managed to get home exactly during that interim period.
 
Re: processes, I run hundreds of AI games, and I rarely see processes - if I do, they'll run it for a turn or two in-between builds or near the end of the game (when they've run out of things to build).

CityProductionAIlog.
G

Didnt you said, your trying AI game runs on low difficulty? I will try some emperor AI runs and will give you some response.
 
Is anyone else not getting yield bonuses from improved tiles when you get the policy/tech that give them? I noticed this when I got serfdom under fealty and my pastures didn't get +1 :c5gold: and :c5production:. Also, when I researched steel my mines didn't get +1 :c5production:. Aside from that, the performance improvements from the last two patches is very good for my toaster when i get to 200+ turns. Thank you. :c5happy:
 
Is anyone else not getting yield bonuses from improved tiles when you get the policy/tech that give them? I noticed this when I got serfdom under fealty and my pastures didn't get +1 :c5gold: and :c5production:. Also, when I researched steel my mines didn't get +1 :c5production:. Aside from that, the performance improvements from the last two patches is very good for my toaster when i get to 200+ turns. Thank you. :c5happy:

Good point, I don't get them either, at least not for Serfdom and Steel. I will report to Github, if you can specify that all or which ones are missing, it might be helpful to comment.
 
Good point, I don't get them either, at least not for Serfdom and Steel. I will report to Github, if you can specify that all or which ones are missing, it might be helpful to comment.
I'm at renaissance era right now, the techs that are supposed to give yield bonuses but aren't, as far as I can tell are Physics(+3 :c5science: to academies), Civil Service(+1 :c5food: to farms), Compass(+1 :c5food: to fishing boats), Gunpowder(+1 :c5gold: to camps), Chemistry(+1 :c5gold: to plantations), Navigation(+1 :c5food: to fishing boats), and Metallurgy (+1 :c5production: to lumber mills). For policies, the yield bonuses from Colonialism works for the buildings but not the tile improvements(+5 :c5science: and +2 :c5culture:). I also get the extra 10% :c5production: from my copper monopoly and the +4 :c5faith: monopoly from incense.
 
Thanks for patch. I don't understand the sudden Epic tech speed adjustment so I will probably make it less drastic in my game, but the rest's okay for me.
Previously, Epic tech costs were 33% higher than Quick, Standard and Marathon.
 
@Gazebo Any thoughts to include some kind of civ/wonder bonus that affects luxury resource scaling? Just curious what you think.
 
To anyone that knows more on this than me:

How is the probability that there will be a new version in the next few days? I don't want to stress, just wondering when and how to start the new VP challenge (especially thinking of the "No yield improvements from Techs/Policies" bug).

Also: Great work for the performance improvements, they make it much more enjoyable! For the tech cost change on epic, it is weird at the beginning but I'm starting to like it very much, too :)
 
To anyone that knows more on this than me:

How is the probability that there will be a new version in the next few days? I don't want to stress, just wondering when and how to start the new VP challenge (especially thinking of the "No yield improvements from Techs/Policies" bug).

Also: Great work for the performance improvements, they make it much more enjoyable! For the tech cost change on epic, it is weird at the beginning but I'm starting to like it very much, too :)

I'm about to push a hotfix for the tile yield shenanigans.

G
 
Hotfixes always are, yes.
My save game is not loading; I wasn't far in, so it's not a big deal, but this isn't appearing to be true for me. All the same mods are enabled and etc, so no idea why it's not working out.
 
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