New Version - November 5th (11/5)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound, lots of nice changes.

CP Bugfixes and Improvements:
  • Added MIN_CITY_RANGE code to <Worlds> table, can be adjusted in CP/Core Files/Core Changes/WorldChanges.sql
  • Min City Range defaults to 3 if not using a standard maptype - is 3 for duel-standard, 4 for large/huge. CS values a little different (2 on duel/tiny, 3 on small and above).
  • Merged major Ilteroi improvements to tactial AI, deal AI, plot scoring algorithms and assorted bugfixes/optimizations
  • Fixed some text issues in CP/CBP
  • Added 'SingleLeagueVotes' column to Buildings to be able to grant votes that aren't scaled by number of CSs in game.
  • Fixed some Lua quirks
  • Added a bunch of new events/lua functions for JFD
  • Fixed some plot bugs related to improvements and resources
  • Worked a bit more on Optimize/Swap and Optimize code
  • Fixed a few other reported issues on github/civfanatics

CBP Bugfixes and Improvements

  • Fixed a bug in freedom tenet that generated too many franchises for free
  • Information on Poverty/Illiteracy now appears in Trade Route rebase popup and (for isolation) in Trade Route destination chooser
  • Offset protections data in CS diplo screens so it doesn't get cut off so easily
  • Fixed Floating Garden missing mututally exclusive group code
  • Fixed bug in building classes that caused missing resources to proc the maintenance bump for all buildings, instead of just a value equal to the missing resources
  • Reduced movement speed bonuses of CSD unit promotions slightly
  • Buffed influence from CS quests slightly (+10 on average)
  • Adjusted warscore value of units/cities downwards a bit (should be a bit more difficult to get to warscore 100/-100)
  • CSD units and Great Merchants cannot interact with City-States that are at war with another major and they are not allied with (reduces chance of swings of influence)
i.e. if a CS is allied to a player, and that player is at war with another Civ, you can't use diplo missions to take that CS away from the allied Civ until the war is over. You can still use Coups and quests, though.​
  • Razing a City has high likelihood of generating partisans loyal to enemy, based on city size - razing in a warzone may turn tide of battle for enemy
  • Razing also generates negative diplo with the former owner for every turn you do it (value based on era, so later eras = more penalty for razing). Value decays over time, but slowly.
  • Resettlement policy (Order) makes you immune to Partisans from razing
  • Clausewitz's Legacy (now Martial Spirit) doubles Razing speed
  • Immediately annexing a city invests in a courthouse in that city, reducing build time by at least 50% (puppeting then annexing does not generate this bonus)
  • Return of combat penalty from unhappiness - is -1% per unhappiness, up to -20%
  • WC Culture bonus from World's Fair reduced to +33%
  • WC Tourism boost from Int'l games reduced to +50%
  • Reduced Event Tourism from Palace to 40% (was 50%)
  • Buffed number of Corporation franchises by ~20% (based on mapsize)
  • Statecraft Finisher - now grants +20% Tourism with all known Civs when you complete a TR to a CS (lost +5 influence on GP use)
  • Arsenal of Democracy - grants +10 influence when expending a GP (lost military unit gift bonus)
  • United Front - +30 influence from military unit gifts (was +10)
  • Only global CS quests (i.e. contests) generate event tourism.
  • Open Sky now 1 Culture per 3 featureless Plains
  • Hospital buff: land combat Units in this City heal 15 points per turn whether or not they take an action
Leaders:
  • Gandhi growth bonus now 2% (was 3%)
  • Germany bonus now only applies to Capital, but buffed to +3/+3
  • Netherlands bonus now only applies to individual luxury types, not total # of imports/exports
  • Is now +2/+4 (Was +3/+3)
  • Morocco now +3 for yields in UA (was +3/+2/+1)
  • Oxford University theming bonus now +3, but also gains a free Great Scientist when finished
  • Crystal Palace grants a Golden Age
  • Religion bonus from founder NW in WC now 1 vote per 8 (was 1 vote per 6)
  • University of Sankore now grants 50 science (scaling) when you expend a GP - removed Missionary element
  • Grand Temple now allows missionaries to spread a 3rd time.

New version online as of 9:30pm EST. It is not savegame compatible.

Good news: we're getting closer to finishing this project! Bad news: we're almost at our memory cap, which means no new features. Seriously! We have to be lean from here on out.

Have fun!

G
 
i.e. if a CS is allied to a player, and that player is at war with another Civ, you can't use diplo missions to take that CS away from the allied Civ until the war is over. You can still use Coups and quests, though.
Nice, more interaction with cancerous spy window.
 
ELI5? Never heard about memory caps in modding.

32bit applications have a 2gb soft cap before you start caching and swapping on the HD. That leads to real bad performance issues. More memory bits are being cached and stored in the DLL now, thus the DLL's footprint is growing.

G
 
Hospital buff: Units in this City heal 15 points per turn whether or not they take an action

Fighters/Bombers heading over the skies taking literally no damage as they regenerate what they just took.
 
32bit applications have a 2gb soft cap before you start caching and swapping on the HD. That leads to real bad performance issues. More memory bits are being cached and stored in the DLL now, thus the DLL's footprint is growing.

G

Not knowing how this works, but once you hit the 2gb cap does at all this impact additional mods you have enabled in game?
 
Razing a City has high likelihood of generating partisans loyal to enemy, based on city size - razing in a warzone may turn tide of battle for enemy

Can they act in the turn they spawn?
How many units are spawned?
Which units? The Order UU?
Can one city spawn several times?
 
32bit applications have a 2gb soft cap before you start caching and swapping on the HD. That leads to real bad performance issues. More memory bits are being cached and stored in the DLL now, thus the DLL's footprint is growing.

G

Guess that means new features have to remove old features? I can live with that.
 
Not knowing how this works, but once you hit the 2gb cap does at all this impact additional mods you have enabled in game?

Once you hit 2gb cap and game starts using virtual cache memory you are going to experience major performance problems, regardless of numbers of mods you have, because HDD is much slower than RAM.

Seriously though how close to limit are we ? New features at this point are meaningless but this limits possibility of improving AI further also ..


Guess that means new features have to remove old features? I can live with that.

This is never simple thing to do , sometimes it's almost impossible. It's like trying to repair broken plate with a glue. Would you go trough all the trouble of assembling pieces and putting them together exactly as they were and patched them up with a glue or just by a new a plate ?CP isn't simply mod it's a "tool/patch" written in C++ with thousands lines of code, to remove something means removing all reference to it and not just that.... but let's not go there.
 
Hello all,

I apologize in advance if this is posted somewhere. When upgrading version, how is this done? Do I need to download and re-install the new version or does it upgrade simply through Steam?

I also just want to say that the CBP is great and I am amazed at all the hard work that has been done.
 
I'd love to see this project remove the "AI never approaches player with a deal in multiplayer" problem before you wrap it up.
 
I really love that you're putting out real, significant updates every week. No major company does that.
 
A bit of feedback...

- The new CS window looks very shoddy with it offset like it is... Is it possible to instead place it back where it was and place the corresponding civ's emblem there instead of text?

- Something's off about the combat penalty from unhappiness. Was -2 in happiness, yet had something like a -40% combat penalty. Yikes!

Aside from those things, everything else seems to be running smoothly. Good job!
 
Hey G,

According to the combat tool tip at least, the cap for combat penalty for unhappiness is not 20%, I am getting 20% per unhappiness, I also posted in the bug report thread.
 
32bit applications have a 2gb soft cap before you start caching and swapping on the HD. That leads to real bad performance issues. More memory bits are being cached and stored in the DLL now, thus the DLL's footprint is growing.

G

Can't you package the mod with large memory address aware thus buying yourself more time before the cap is hit?
 
Hey G,

According to the combat tool tip at least, the cap for combat penalty for unhappiness is not 20%, I am getting 20% per unhappiness, I also posted in the bug report thread.

Blegh, fixed (mis-copied some data while making the upload version). Uploading new CBP shortly. Is savegame compatible, but clear cache.

G
 
I'd love to see this project remove the "AI never approaches player with a deal in multiplayer" problem before you wrap it up.

Unless I get Jai der Herr's source code, I'm not going to work on this. I'd rather not spend the time figuring it out on my own (hours of work) when there's a mod out there that already did it.

Can they act in the turn they spawn?
How many units are spawned?
Which units? The Order UU?
Can one city spawn several times?

They spawn at the start of the city owner's turn, so you'll have a chance to try and deal with them. The number of units correlates to the Era, and the size of the city - as the city razes, fewer and fewer spawn. There's a turn cooldown based on the size of the spawn. Unit types are random, and a mix of melee and ranged - must be buildable by the former city owner (so they scale in CS with the game).

Can't you package the mod with large memory address aware thus buying yourself more time before the cap is hit?

I've considered it, but the min requirements for Civ 5 would be violated, and the DLL is still quite heavy. It's also not a guaranteed cure-all.
 
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