Solver's Unofficial BtS Patch

Great, thanks for the replies.

Also, if im going between multi and single, will constantly changing the .dll file effect a current save game, i.e if i start a single game with your patch, then replace to normal for multi, can i then simply patch the game with your file again and easily return to the single player game i started?
 
I downloaded this patch a few days ago and like it alot, thanks. I play marathon speed so it was great to see posino water staying -8 health for 24 turns. Also my last game was a loss after an attack from Cyrus who was trying to go for a domination victory, a bad thing in that I loss but a good thing seeing the AI trying for the domination win (was also competing against Ramses II trying a culture victory and Agustus trying to beat me into space.)

Good job!!!!!!!!!!
 
Quick question regarding the last list of cool changes:

If the AI is spending less on espionage how will it ever 'steal' tech? To steal tech one must actually concentrate EPs on one player and probably invest a little more than usual.

I'm glad the AI will now destroy towns. It may be a little too powerful, but at least the AI will engage in that activity.
 
Have you or are you going to fix the bug that spawns the same civ as you as a colony?

I spawned 2 civs last night (using Solver's latest) and one became "America" with Lincoln and the other became "Celt" with Brennus.

Wodan
 
Guys, some of what you want me to change are design decision and not bugs. They may not be the best decisions, but I am only going to change those design decisions that are obviously screwed up and have an easy resolution.

If the AI is spending less on espionage how will it ever 'steal' tech? To steal tech one must actually concentrate EPs on one player and probably invest a little more than usual.

But it will now properly consider stealing tech if it has enough EPs in the first place. It's not that the AI won't spend money on espionage anymore, it just spends less.

I'm glad the AI will now destroy towns. It may be a little too powerful, but at least the AI will engage in that activity.

It is too powerful. After some more testing and doing the math on it, I am convinced that destroyed Towns must become Villages, etc., just like through pillaging - this is an oversight.

Cottage: gives 1 commerce, grows after 10 turns.
Hamlet: gives 2 commerce, grows after 20 turns.
Village: gives 3 commerce (pre-Printing Press), grows after 40 turns.
Towns give 4 commerce (pre-Printing Press).

So a town takes 70 turns to rebuild. Suppose your Town is destroyed Town. Over 70 turns, the Town would provide you with 280 commerce. Instead, you'll get 10 from Cottage, 40 from Hamlet and 120 from Village, for 170 total. That's a loss of 110 commerce. Post-Printing Press, the Town would give you 350 commerce, whereas while rebuilding it, you'll get 10+40+160=210, for a loss of 140 commerce. If running Free Speech, throw in an extra 140 lost commerce.

We're talking up to 280 lost commerce from a single espionage mission. Given that even pillaging at war is more difficult, it's certainly unfair, and Towns should revert to Villages when destroyed through EP.
 
but I am only going to change those design decisions that are obviously screwed up and have an easy resolution.
Does the issue about the City Governor turned off (messing up with your choices about city production and specialists) have any chance to be fixed in your patch? If no, does it have any chance to be fixed in the next official patch?
Thanks.
 
We're talking up to 280 lost commerce from a single espionage mission. Given that even pillaging at war is more difficult, it's certainly unfair, and Towns should revert to Villages when destroyed through EP.

I am glad you came to this conclusion. Hoping to see this integrated into the next unofficial and official patches!
 
Does the issue about the City Governor turned off (messing up with your choices about city production and specialists) have any chance to be fixed in your patch? If no, does it have any chance to be fixed in the next official patch?
Thanks.

Does the issue still exist? I don't really know the governor code, but there were several changes to it in the code Blake sent me yesterday -

I am glad you came to this conclusion. Hoping to see this integrated into the next unofficial and official patches!

I'll definitely include it in the next update. I'm even tempted to make an update with that change only.

And I keep watching for crash bugs. Unfortunately, most reports about crashes contain no or little useful information, but I am certainly trying to fix as many crashes as I can.
 
Solver,

Thanks again for all of your work. It's very generous to do this and share your work with everyone.

I don't mean to take advantage of your good nature, but I noticed a bug in the Crusade Quest, where your quest ends in failure instead of success when you actually take the city you're supposed to take. I believe it is repeatable, and another person has also uploaded a save file (I have uploaded two saves from two different games:)

http://forums.civfanatics.com/showthread.php?t=237515

I only mention this because I know you did some work creating some additional events as a mod. I tried looking at the python script and making a few changes, but the quest still ended in failure.

Thanks again!
 
Yes, thank you - I am aware of that bug already. I haven't looked at it too closely and it its outside the scope of this patch, but I will include a fix, if I find one, in my event mod.
 
Hi Solver :)

Thanks for your latest update. I have a feeling that something in this new update has reversed the scouting / exploring fix made by Bhruic, which you had incorporated into the previous update. Prior to this latest update, it seemed as though the Bhruic fix was allowing my exploring units to explore as I expected. This latest patch seems to have stopped them exploring properly again, like it was before Bhruic's change -- sometimes going back and forth in the same spot, and sometimes not exploring a nearby undiscovered place.

Just an early heads up. :)
 
I've removed Bhruic's code from the latest update and replaced it with Blake's latest code. So now it's a question of whether that works ;)
 
Hi Solver! Thanks for the hard work! Will this update work with the 3.03 patch that is available via in-game download? -Mike
 
I've removed Bhruic's code from the latest update and replaced it with Blake's latest code. So now it's a question of whether that works ;)

Okay. Well my initial impression is that Bhruic's seemingly fixed it, and this has seemingly reversed that fix. I've returned to manually exploring, but I will try auto now and then and see how it goes. Up to my second game with the new update now.

Thanks for your great work, by the way.
 
Solver, I think there's a fairly major issue with this latest update. I'm finding that all the AI's overseas colonies are deciding to release themselves from their founders all too readily!! The only way this happened before was when I had conquered the main civ, thereby forcing the vasals to go it alone. Otherwise, this never happened.

The upshot of this is the AI civ(s) creating the colony is essentially just reducing its size/power, making the game much easier overall....
 
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