New Version - November 17th (11/17)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. This contains the fix for the CTD that some of you have been experiencing, so hopefully that is behind us.

  • Worked on reported CTD in tactical AI (solved - Ilteroi) (CP)
  • Optimizations of some ai operations and memory elements (ilteroi) (CP)
  • Cities now only tradeable between players with a DoF (CP/CBP)
  • 3rd Party DOW/DOP only tradeable b/w civs with an embassy (CP/CBP)
  • Adjusted partisan spawn size and health a bit (CBP)
  • Restored 1 happiness from discovering natural wonders (CBP)
  • Bumped unhappiness values up slightly to compensate (CBP)
  • GAP tooltip on top bar now updates with non-happiness values. (CBP)
  • TRs to CS Friends/Allies now give small amounts of science, and gold is slightly increased (CBP)
  • Reduced Event Tourism to 10% for all Event Tourism things (Caravansary, Palace, etc.), except now it uses Culture from past 10 turns (instead of instant value). Value may need tweaking - we'll see. (CBP)
  • Moved City growth function to end of city turn (no more exploit of growth->production chain in city turn) (CP/CBP)
  • Fixed a few quirks in the grand strategy AI and diplo AI related to GS (CP)

New version online as of 8:15pm EST. Is potentially savegame compatible, though I cannot guarantee this. You can try, but if it behaves oddly I'd start a new game.

G
 
Once again, thank you Ilteroi for making this wonderful mod a "for all" mod again... :)

To whoever was having crashes, I tested Ilteroi's fix on a full game that ran until completion on autoplay (turn 388), without any problem. I also ran my old 11-13 savegame that was crashing on turn 10, and passed that turn and a few of the next turns smoothly. So it should be fixed now. Try it with confidence.
 
G, you are truly a Deity!

Don't forget Ilteroi! He was on point with the fix - I simply added some razzle-dazzle.

Speaking of which, a few of the smaller tweaks I've been working on were overshadowed by the CTD. Thoughts on the extra Gold/Science from CSs and exploit fixes for growth and culture?

G
 
I commend the entire mod team for volunteering their time to develop this project, you guys are awesome! Thank you for your hard work!
 
Thoughts on the extra Gold/Science from CSs
You meant the related types of city-states? It didn't solve the problem of military CSes with the ancient-classical UUs giving useless generic units for the rest of the game. And gpt is kinda meh, certainly not something I would purchase diplomats for. But at least Siam UA works at full power.
 
Thank you guys for all your work to figure out the CTD - AND manage to get some new features in as well! Can't wait to spin up a new game with this.

By the way, for those of us who code and are curious, what did the CTD problem end up being??
 
even though I am utterly terrible at this game and each release of the mod makes it even worse, I really appreciate all the work that has been poured into this. It's truly incredible!
 
Don't forget Ilteroi! He was on point with the fix - I simply added some razzle-dazzle.

Speaking of which, a few of the smaller tweaks I've been working on were overshadowed by the CTD. Thoughts on the extra Gold/Science from CSs and exploit fixes for growth and culture?

G

They are nice. The tourism boost for trades and quests feels underwhelming right now, but that may just be me.
 
You meant the related types of city-states? It didn't solve the problem of military CSes with the ancient-classical UUs giving useless generic units for the rest of the game. And gpt is kinda meh, certainly not something I would purchase diplomats for. But at least Siam UA works at full power.

I'm talking about the fact that TRs to CSs you are allied to or friends with now give more gold (scaling with era) and science, thus making them potentially viable as trade partners in the absence of major civs. I haven't looked at the military CS issue yet, primarily b/c no one has made a github post for me and I tend to forget things while I'm at work.

By the way, for those of us who code and are curious, what did the CTD problem end up being??

It was a broken iterator - a value was being pushed out of the list without being replaced or notifying the iterator that it was removed, thus allowing a bad pointer to be called by another function. Why it only affected a portion of the population is beyond my ken.

G
 
It was a broken iterator - a value was being pushed out of the list without being replaced or notifying the iterator that it was removed, thus allowing a bad pointer to be called by another function. Why it only affected a portion of the population is beyond my ken.

G

That right there is the biggest mystery for me also... the way the code was structured and how it produced the "fault", the crash should have been all across the board... that UnitProcessed() call is universal, does not depend on system configurations, and was responsible for removing elements from the unit list, so it should have crashed ALL of us...

Is it at all possible that some system configurations handle OOB exceptions like this in the background, while others don't? If so, how?
 
I'm talking about the fact that TRs to CSs you are allied to or friends with now give more gold (scaling with era) and science, thus making them potentially viable as trade partners in the absence of major civs. I haven't looked at the military CS issue yet, primarily b/c no one has made a github post for me and I tend to forget things while I'm at work.
Still not as viable as growth bonuses from international trade routes.
 
Still not as viable as growth bonuses from international trade routes.

I don't think they should be as viable as international trade routes. Close is fine though, and I think that's where they are.
 
I agree with GamerKG. Civs should give more because they represent both a "bigger" trade partner, and have a higher risk. Trading with CS usually doesn't end with the CS backstabbing you and plundering half your caravans, unlike Civs. More risk, more reward.
 
houghts on the extra Gold/Science from CSs and exploit fixes for growth and culture?

G

i dont think i understand what the growth exploit was exactly so its hard to comment =( does this have to do with needing to lock city on production so the turn a citizen is born they provide usefulness ? or is that something else? or was that fixed? im so lost =(
 
The tourism change feels like a bit too much, I got a pre-ideology tourism victory without even trying my last game. I had gone for Aesthetics, sure, but I only built a total of 3 guilds and I was running my traderoutes for science/gold, not for tourism. Still 10% of culture over the past 10 turns pretty much equates to 100% of your Cpt (and also counts your culture from events) so not only did the culture-conversion increase but it also counts culture from events now(which I believe it didn't do before anyways).

Then again I've only played one game on this patch so far so it could just be a fluke.
 
The tourism change feels like a bit too much, I got a pre-ideology tourism victory without even trying my last game. I had gone for Aesthetics, sure, but I only built a total of 3 guilds and I was running my traderoutes for science/gold, not for tourism. Still 10% of culture over the past 10 turns pretty much equates to 100% of your Cpt (and also counts your culture from events) so not only did the culture-conversion increase but it also counts culture from events now(which I believe it didn't do before anyways).

Then again I've only played one game on this patch so far so it could just be a fluke.

From events? WC events? And yeah, like I said, I need to test the value more, so this is good. Probably 10% over 5 turns would be fine. Not 'elegant,' but functional.

does this have to do with needing to lock city on production so the turn a citizen is born they provide usefulness

Yes.

G
 
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