New Version - October 1st (10/1)

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I really don't see your point at all, barbs used to die from 2 pillages(horsemen from 1) and grabbing something like 3 or 4 science. Now the first brute that got into my territory survived raiding 6 turns and managed to steal over 10 turns worth of science. Not to mention the camps seems to spawn units way faster (or they're just surviving longer I guess).

There is perhaps a problem if they grab 6 turns and 10 turns of science.

But in Immortal I've ever see barbarians survive (so raiding 2 turns) and grabbing more than 1 turn of yelds (sometimes 2) even in the early game.

My point was that in very early game (first 30 turns if was too much).

Note that perhaps you have an install problem because I did install the last version and have no problems for now with the barbs hp and str. Don't know on raiding because now I never let the approach if I can :) (playing Immortal, Large communitas map, no raging)
 
It's not just science, they suck a lot of food, gold , culture .. everything, plus they wreck up city pretty good even if you have good defense score and unit stationed in it, they are just that tough now.

Also, Funak their camps spawn much much faster, I am confident because I cleared around 6 camps and yet I was bumping into new ones during exploration, basically for every camp I cleared roughly 2 new spawned, also this applies for barbarians units. I feel like I am dealing with Horde invasion because for the past 85 turns, all I've been doing is fending off barbarians.
 
Also, Funak their camps spawn much much faster, I am confident because I cleared around 6 camps and yet I was bumping into new ones during exploration, basically for every camp I cleared roughly 2 new spawned, also this applies for barbarians units. I feel like I am dealing with Horde invasion because for the past 85 turns, all I've been doing is fending off barbarians.

Pretty much, while i certainly could adjust my playstyle to deal with this, the fact that the AI can't is still bad. And the fact that somewhat surrounded leaders who don't have to deal with barbs at all gets so far ahead isn't nice either.
 
I guess warscore thingy is not included in community patch (not cbp), would it be possible to add them to cp as a separate mod? great work

Guess again? It's included.


I'll look at barbs- didn't touch the code I don't think, but knock-on changes and whatnot.
 
Good changes.

At least "Progress" is stronger and balanced.
But I wonder why you want to change "Liberty" to "Progress"?

Logistics now called Dominance???

I like the name Logistics a lot better.

And I am quite frustrated the Order tenets remain as it was. Naming is quite important as it adds a flavor of realism in the game. Any misplaced name or bonus affects the gameplay significantly to me.

Is this cheating? No - it follows the same kind of logic as the spy system - this is simply a chance for players to peer 'under the hood' of the engine to see what the AI already knows/acts upon. Should make for more rational AI war/peace behavior.

This is really new and I am not sure whether to like it or not without starting a game. Let's see!
 
Well, until you find what went wrong with barbarians, I will play with them disabled, because I am not going to play like this while some AI Civ which doesn't have to deal with endless horde, keeps rolling wonder after wonder. As you can see on this SS I haven't yet discover a single AI civ due to fact that I am forced to fight constantly and same goes for other AI Civs which are occupied by this menace (otherwise some of them would already reach my borders .. ) :

Spoiler :
ipqcle.jpg



Edit:Before someone ask, this is a fresh game. I had deleted an older version of mod and cleared cache before installing latest CPP version. So, chances that something went wrong during installation are slim.Also no other mod aside from CPP and CD is installed ( no, it's not CD because Funak doesn't use that and he has same problem with Barbarians as I do).
 
I had no more issues than usual with barbarians. I'm playing with the new patch.
 
Alright, looked at the barb code (working from home today, yay), and there's nothing wrong or different about it. I did fix a bug in yield calculation for cities in the 10-1 version that might've had a knock-on effect of making barbs steal more, but who knows. In any case I've lowered the values for spawning and increased damage from raiding just a bit. Uploading new incremental versions (10-2) in a little bit.

Also, for CBP users, I fixed the Kuna not getting bonuses from ideology tenets where other UIs did.

All savegame compatible, but clear your cache before loading your saved game.

G
 
For now I test Tradition so no impact, I'll see if impacting the play with Might later.

Tradition seems well balanced and powerfull for now. I missed the belief adding +1 to specialist yelds but with it the tree may be a monster :)
 
I tried to play current session instead starting new one , with increment version (since it's save comp and to see will it fix problem ) and yeah whatever the case was (spawn rate or yield bug ), barbarians are not issue anymore.
 
Does the update or the fix resolve the problem with barbarian axemen unbalanced?
 
No? I'm not sure what you are talking about.
G
It seems barbarians axemen spawning very early are too hard. Had an example just now :
with a spearman on a forest I attack it and remove 25% hp
the barbarian axeman attacks another spearman on a forest and remove it 50% hp

It seems they are very overpowered comparing to other barbs.
 
I agree with the comment about devotion unhapiness and that food reduction would be cooler.
Also you could swap the icon of majesty and justice, since majesty is currently a gavel and justice is a pyramid.
 
I agree with the comment about devotion unhapiness and that food reduction would be cooler.
Also you could swap the icon of majesty and justice, since majesty is currently a gavel and justice is a pyramid.

Problem with that is the 'half food' policy function is an all-or-nothing affair for cities right now. You can't turn it partially on and it applies to all cities, So that's not gonna happen without a new DLL function. If there's strong pressure for that (and it seems that Tradition needs the buff), I'll look at it for next time.

G
 
This is great stuff Gazebo, I stopped playing CiV for a while, but now that I discovered this modpack I have been playing a lot now. I don't know whether this is a good or bad thing, though :P
 
Are you sure that all the barbarians you did see did spawn from camp?

I'm in a game in which there are a lot of barbarian attacks to stacks CS (so without camp) and it's more and more harder!

The attack I currently defend (it an allied CS) is on the 3rd round (last I think) and it did spawns (at turn 137):
  • 2 pikemen
  • 3 composite bowmen
  • 2 siege tower

It seems standard to me because the attacks on CS were one after an other. I imagine that if there were 3 attacks on 3 CS the map would be red covered :)
 
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