New Version - October 1st (10/1)

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Read manual installation instructions.

Thank you, already did, cleared cache/logs/moduserdata, deleted and re-installed the EUI folder, no change. Honestly though it isn't a big deal, I'm really only interested in the beta for testing sake. I more or less have every game yield memorized by now :lol: 330 hours played, though that is but a drop compared to some players!
 
I can't replicate either...yet, but the Diplo CTD was never consistent on playthroughs for me. On my very last game with 10-2, I have 215 turns and never had a crash. 85 turns into this one (10-8b) and no crash yet.
 
Thank you, already did, cleared cache/logs/moduserdata, deleted and re-installed the EUI folder, no change. Honestly though it isn't a big deal, I'm really only interested in the beta for testing sake. I more or less have every game yield memorized by now :lol: 330 hours played, though that is but a drop compared to some players!

You're probably missing this:

If using the CP with EUI, delete the YieldIconManager files from the LUA folder in the main Community Patch mod folder.
If using the CBP, delete the LUA folder in the main Community Balance Patch mod folder.

Can do now and continue with your current game without problems.

Btw Strigvir, why always so sarcastic? If you know the answer (as surely is the case) you need the same time to post that instead of this "Read manual installation instructions.", and if is the case that you're tired of seeing always the same questions, why bother to answer anyway
 
You're probably missing this:

If using the CP with EUI, delete the YieldIconManager files from the LUA folder in the main Community Patch mod folder.
If using the CBP, delete the LUA folder in the main Community Balance Patch mod folder.

Can do now and continue with your current game without problems.

Thank you!! I figured out where I screwed up too with your information. Previously, I had always just used the All-in-one-with-EUI installer. But when Gazebo put out the beta folder, I just swapped it out without thinking it would matter. So I was mixing Automatic with Manual, and thus it jacked up. I really appreciate your help! :goodjob:
 
Seems to be one particular AI in my game right now. Seemed to start when I put a spy in their capital. Perhaps it is moving units past there a lot?

I turned the espionage off in my current game, so it seems like a coincidence in your case. In my game (ver 9/27) at certain point while all other AI civ turns were taking about 2-5 secs, the Denmark was suddenly taking 1 minute! About 30 turns later, Denmark turn is taking 2 secs and now it is the Greeks who take longer (about 35 secs). It does not seem to correlate with the civ size or size of its army/navy.

(I reported all this to Ilteroi in the bugs thread)

I7-4790 + 16 Gb DDR3 1600 + GTX 760 1 GB DDR5, mid end??? Nahhh..

Wow, I have exact same rig config as you!
 
Not sure if it was this version or one/two before(haven't played in a while). But man the AI is insane right now, I'm on emperor and the AI finished Leaning tower of Pisa in 700AD. I guess people who asked for higher difficulty got what they asked for? I'll have to go down a difficulty, not complaining as there's plenty of difficulties to chose from, I was just surprised.
 
Regarding new AI peace valuation: went to war with Assyria, which turned out to have 100 war score in my favour, as high as it can get. However, Assyria wouldn't agree to capitulate; in fact, the only peace deal they would agree to make was when they offered 520 gold. They actually had 650 gold total, but they wouldn't agree to give it all out, either. That's not how you capitulate, Ashurbanipal!

Earlier on, however, when I went to war with Assyria for the first time and the war score was above 90 in my favour, they gave me 2 cities for a peace deal (those were the only 2 non-capital cities). I think the issue here might be with evaluating gold and capitulation specifically.
 
Regarding new AI peace valuation: went to war with Assyria, which turned out to have 100 war score in my favour, as high as it can get. However, Assyria wouldn't agree to capitulate; in fact, the only peace deal they would agree to make was when they offered 520 gold. They actually had 650 gold total, but they wouldn't agree to give it all out, either. That's not how you capitulate, Ashurbanipal!

Earlier on, however, when I went to war with Assyria for the first time and the war score was above 90 in my favour, they gave me 2 cities for a peace deal (those were the only 2 non-capital cities). I think the issue here might be with evaluating gold and capitulation specifically.

I've made some tweaks in the latest version. I had specifically told the AI not to offer cities a player may not accept, but (in the case of humans), I'd rather let the human decide. This is why capitulation sometimes resulted in nothing but gold being added.

Did he have any resources, etc.?
 
I've made some tweaks in the latest version. I had specifically told the AI not to offer cities a player may not accept, but (in the case of humans), I'd rather let the human decide. This is why capitulation sometimes resulted in nothing but gold being added.

Did he have any resources, etc.?

He had nothing but gold the second time (he was left with one crappy city with no resources around). He still wouldn't give all of the gold, though.
 
With all these modifications concerning dialogs we approach a perfect comprehension of the state of wars but would it be possible to know the reasons an AI have to declare war without advert?
 
I double post to Gazebo not to miss the update of thread :

Little bug (I think) with Authority and Attila. If I destroy a barbarian camp with a mounted unit, I get 2 copies of the barbarian killed in camp, one because of the Authority starter and one because of the UA. Not sure it's wanted.
 
I don't know if it's only me, but the AI seems to struggle to finish its turn.

I was playing on a standard size, with a decent computer, and the first AI to play its turn could be stuck during 30 seconds. The other one were all faster.
 
With all these modifications concerning dialogs we approach a perfect comprehension of the state of wars but would it be possible to know the reasons an AI have to declare war without advert?

Seems like a lot of work for a screen that has little bearing (as the 'deed is done,' so to speak). Doesn't really matter why they war, if they are at war, as it won't change their wartime behavior. Denunciations are a little different, because non-war behavior does change.

Little bug (I think) with Authority and Attila. If I destroy a barbarian camp with a mounted unit, I get 2 copies of the barbarian killed in camp, one because of the Authority starter and one because of the UA. Not sure it's wanted.

Feature! Intended.
 
Thanks for the answers.

Concerning the war dialog I think they are bribed because the number I see don't explain the war declaration but wanted to be sure, but no matter :)

Concerning the barbs recruitment, as soon as I'll know how to solve the money problems with Authority in early games it will make me happy.
 
Thanks for the answers.

Concerning the war dialog I think they are bribed because the number I see don't explain the war declaration but wanted to be sure, but no matter :)

I'd be a little interested about being able to see all AI deals, probably immersion-breaking, but I'm a a bit interested in knowing why they keep giving their big developed cities away to their neighbors but won't let me buy crappy bordercities for 1k gpt. Also interested in knowing how much my neighbor had to pay that guy half the way across the continent to declare war on me.
 
I'd be a little interested about being able to see all AI deals, probably immersion-breaking, but I'm a a bit interested in knowing why they keep giving their big developed cities away to their neighbors but won't let me buy crappy bordercities for 1k gpt. Also interested in knowing how much my neighbor had to pay that guy half the way across the continent to declare war on me.

That was a monster bug I found. Fixed in this latest 10-10 version. Turns out AI deals to other AI that aren't bilateral (i.e. deals going through the diplo AI) are never checked for value by the intending player! This was a vanilla bug, it seems. In short, if the AI offers something to another AI (and wants to make a deal for it), it never checks to see if the final deal is in their favor or is worthwhile! Cities would be traded, along with other stuff, for nothing.


G
 
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