New Version - November 21st (11-21)

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upgrade costs are like x2 from how it was before? its so bad to upgrade now. tool tip hasn't even been updated for this.
 
upgrade costs are like x2 from how it was before? its so bad to upgrade now. tool tip hasn't even been updated for this.

Probably another one-liner bug. Purchase costs are also off.

JEEZ, WHERE WERE YOU BEFORE NOW?

It didn't want to load up my save. That's okay though, I started up a new game and tested it through IGE and it appears to be fixed unless of course this is a bug more exclusive then beyond turn 2. I suppose then excuse me for thinking that other, more specific things would be worth a mention then two easily fix-it-yourself balance blunders.

Odd. I can load my save just fine. Maybe submit the logs?
 
upgrade costs are like x2 from how it was before? its so bad to upgrade now. tool tip hasn't even been updated for this.

I removed a chunk of legacy code that was giving all cities the unit upgrade cost bonuses of the capital, so it was messing up all values. It was causing problems. We can address the cost later but it is not a bug, rather the actual value based on defines. You could reduce it manually in the coredefines.sql but I didn’t have time to mess with it.

G
 
I removed a chunk of legacy code that was giving all cities the unit upgrade cost bonuses of the capital, so it was messing up all values. It was causing problems. We can address the cost later but it is not a bug, rather the actual value based on defines. You could reduce it manually in the coredefines.sql but I didn’t have time to mess with it.

G

How much was the multiplier and was it always linear?
 
I changed
UPDATE Defines SET Value = '2' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
to
UPDATE Defines SET Value = '1' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
and its close to the values it was before, but then all the orginal numbers on the tooltip halved, too. lol
 
I changed
UPDATE Defines SET Value = '2' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
to
UPDATE Defines SET Value = '1' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
and its close to the values it was before, but then all the orginal numbers on the tooltip halved, too. lol

I’ll fix the TT later, but yes, this is an easy change if people want the old version back.

G
 
Will probably try during weekend, haven't played with a new version in quite a while.

Anyone know if the "feature" that vassals provided one unit type only on new era have been changed?
Getting all scouts was sort of crappy and getting all siege was very strong.
 
Actually just tested it.

Apparently, the base Great Merchants Turn is 10 instead of 20. :sad: So now the Towns boost it by 1 extra turn instead of 2 extra turns. Ehh it's close enough. I'll make changes to the code for the next upcoming version in the UI text to say 1 turn instead of 2.
I would suggest that you adjust the UI to just make it say 10%. Or does the tooltip value scale with game speed?
 
I removed a chunk of legacy code that was giving all cities the unit upgrade cost bonuses of the capital, so it was messing up all values. It was causing problems. We can address the cost later but it is not a bug, rather the actual value based on defines. You could reduce it manually in the coredefines.sql but I didn’t have time to mess with it.

G
Don't you love the feeling of two bugs cancelling each other out? It's great when you fix one and reveal another, snaking away in the data to surprise you when you're finished with those boring unit tests!
 
Gobble gobble!

Gobble gobble new version gobble just bugfixes and performance improvements gobble savegame compatible.

Cheers,
Gobblezebo


Translation:

New version, out now. Text cleanup, some LUA fixes (esp. for you 43-dll nerds), and AI fixes/github issue cleanup.

'Balance' is really just two bugfixes as well:
  • City strength nerfed (now a -25% modifier base, was accidentally +50% base). Average value, may adjust again later.
  • Removed 'ignore building defense' shenanigans. Cannons no longer one-shot cities. Yay.
Online as of 7:25 PM EST. Savegame compatible.

Link: https://mega.nz/#!uB0SBCjI!cLdO6M5ith5qrBcqsClYoeWEbs09ZXJPxB2SylUMONU

Now, to finish my prep for turkey day.

Gobbles and Cheers,
Gazebo

If you have time at some points, could you "hotfix" (yes, I know, that's not really a bug) the upgrade cost by halving it back to previous value (while we're discussing what exact value are the good ones in the strategy subforum)?
This version being the new official version since a long time, a lot of people will use it and not understand why upgrade is that expensive.
Thanks.
 
trading luxury between civs is virtually impossible now its way too expensive. adding golds to sweeten the deal doesnt help much either
 
trading luxury between civs is virtually impossible now its way too expensive. adding golds to sweeten the deal doesnt help much either

Some AI naturally don't like trading. Rome is especially dickish about this. In general, the AI seems to hold on to their monopoly luxes quite tightly, which makes sense since you can't get the same lux elsewhere. Last copies also go for high prices. Having good relations with an AI also lets you get better deals, so that's another point to look out for.
 
Before this last fix, my late game turns on my current India game were taking like a full minute each; now its like 15 seconds, a colossal improvement indeed. Dunno what you did, but keep doing this magical unknown activity!
 
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