Unified Changelog

Roads were nerfed. On basic roads units move not twice faster but about 66% faster.
 
Wow these changes are amazing, keep up the good work! Can this patch be used in multiplayer?
 
Forgive my ignorance, I am sure I am way over simplifying the problem, but I want to ask this anyways.

Is the difficulty with setting up the CP, CBP, C4DF, and CSD and having them all work for multiplayer caused by the fact that these changes are created as mods and not files meant to be "hard wired" into the normal game folders? I love all these changes and I wouldn't want to play the normal version of Civ 5 again. So with no worries in preserving the "normal Civ 5 gameplay", couldn't there be someway where the mod files are imported and replaced over the real Civ 5 files? Would that help elevate some of the difficulty with getting them to work for multiplayer? Is this approach to changing the game even practical?
 
Forgive my ignorance, I am sure I am way over simplifying the problem, but I want to ask this anyways.

Is the difficulty with setting up the CP, CBP, C4DF, and CSD and having them all work for multiplayer caused by the fact that these changes are created as mods and not files meant to be "hard wired" into the normal game folders? I love all these changes and I wouldn't want to play the normal version of Civ 5 again. So with no worries in preserving the "normal Civ 5 gameplay", couldn't there be someway where the mod files are imported and replaced over the real Civ 5 files? Would that help elevate some of the difficulty with getting them to work for multiplayer? Is this approach to changing the game even practical?

No, as the method of loading SQL, LUA, and the modded DLL is all dependent on the mod-enabling system.
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Ok, in the middle of my 1st game with CP, CBP, C4DF, and CSD and I have a few questions and thoughts on the new spy system.

1) I am playing as korea and have the most tech in the world. So when I send my spies to other Civs capitals and have them spy there isnt anything for them to steal. Now the spy is just auto doing the advanced options such as assassinating great people and stealing gold. Now if there WAS tech to steal, does the spy prefer to do that first over the other options or is stealing tech now just as much of a random action as the other options are?

2) I actually dont see "steal tech" as an action in your list on the 1st page of this post. Is stealing actual tech gone and now you just steal a % of their science?

3) When a spy does assassinate GP, how much of their points is lost based on the rank of your spy?

4) You say "Spy action effects are strengthened based on the Rank of the spy performing the action. Sorted based on % possibility (least to most likely)." So does the spy always attempt to perform the easiest action? What determines what actions are easy vs hard? Does this mean that some actions are more risky than others or do all actions have the same risk of getting caught/killed?

Thoughts: While I love that spies can do more things now, I am wondering if the system would be better if it wasnt so automated. Like have it that you get a notification when a spy is ready to do something, you click that note and a screen pops up with the options of what the spy can do. Have it that stealing gold (if there is any) and stealing percent science are always an option, with the other options appearing if they can be done in that moment. This way you can fully control how you want to screw over another Civ. They have good army? Disrupt their unit production or take their gold that they need for maintenance. They are winning with culture? Try to assassinate a GP in hopes it was an artist or musician. etc. What do you guys think about this?
 
Regarding spies, they are 'the way they are' because of how the spy functions are already set up. Sure, interactivity is nice, but that's also another layer of micromanagement (esp. on big maps). The automation is the best compromise of new functions without a ton of new content to digest.

Spies can and will steal techs if they can - they do the advanced actions whether or not they are looking for a tech to steal. The % chance of each action occurring is a dice roll, modified +/- by your spy's level and the enemy's spy defenses. The chance of getting caught is the same for all actions, however the chance of doing the 'rarer' actions (like sabotaging a wonder) is less than stealing gold or science.
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Regarding spies, they are 'the way they are' because of how the spy functions are already set up. Sure, interactivity is nice, but that's also another layer of micromanagement (esp. on big maps). The automation is the best compromise of new functions without a ton of new content to digest.

True, but with ALL the other changes that the CBP does, having a new semi-automatic system for the spies would be a drop in the bucket.

You could set it up by just clicking on a spy and selecting one of the advanced actions as their "preferred disruption". The spy would then try to do the chosen advanced option more often than the others and you could change it whenever you want. That way the system will still be just as automated as before, but now you have some control as to what they are going to try to do.

Also, do the spies gain any experience for performing these new advanced options or they they still only level up when they steal tech or assassinate another spy?
 
True, but with ALL the other changes that the CBP does, having a new semi-automatic system for the spies would be a drop in the bucket.

You could set it up by just clicking on a spy and selecting one of the advanced actions as their "preferred disruption". The spy would then try to do the chosen advanced option more often than the others and you could change it whenever you want. That way the system will still be just as automated as before, but now you have some control as to what they are going to try to do.

Also, do the spies gain any experience for performing these new advanced options or they they still only level up when they steal tech or assassinate another spy?

No offense, but you grossly underestimate the time needed to do something like this.

Spies can level from advanced actions, yes.

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Oh I know I am talking way over my head :crazyeye:

Well I am going to move this topic to the forums. Maybe someone will want to write it up. Thanks again for your time and help! :goodjob:
 
was there a change in happy-system?

in CBP 4-16/Modular Elements/Happines Mod/BuildingHappinessMods.sql

-- Poverty
UPDATE Buildings
SET PovertyHappinessChange = '-4'
WHERE Type = '-BUILDING_AQUEDUCT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

... same with all other entrys
 
was there a change in happy-system?

in CBP 4-16/Modular Elements/Happines Mod/BuildingHappinessMods.sql

-- Poverty
UPDATE Buildings
SET PovertyHappinessChange = '-4'
WHERE Type = '-BUILDING_AQUEDUCT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

... same with all other entrys

Already noted. Was a debug test I forgot to revert. Anyways, why are you posting this here, in the unified changelog? Bug reports belong on github, please.
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There are a couple of duplicates in the first paragraph.

AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using land troops.
AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.

Are listed twice. Thus making them Dups.
OK I will shut up now.
 
There are a couple of duplicates in the first paragraph.

AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using land troops.
AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.

Are listed twice. Thus making them Dups.
OK I will shut up now.

I need to work on the changelog generally, it is a few updates behind.
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Awesome! I really appreciate your work and your attention to details! It's great that you collected all changes together. Even greater assuming how many changes you've made to this game.

I think that I'm addicted to reading changelogs :D

If you ask for bugs then I found this line:
"Submarines may now attack coastal cities (only if directly on the coast) in addition to units in the water. This should help the ."
cut strangely.
And if there is anything to change then it's a pity that there are no icons (like in civ wiki) because they make reading much better and funnier :)
 
Awesome! I really appreciate your work and your attention to details! It's great that you collected all changes together. Even greater assuming how many changes you've made to this game.

I think that I'm addicted to reading changelogs :D

If you ask for bugs then I found this line:
"Submarines may now attack coastal cities (only if directly on the coast) in addition to units in the water. This should help the ."
cut strangely.
And if there is anything to change then it's a pity that there are no icons (like in civ wiki) because they make reading much better and funnier :)

I'm going to add icons and pictures and stuff in a later version.

I'll fix submarine text bug. Should say AI at the end.
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