v190/140

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Rhye

's and Fall creator
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May 23, 2001
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Japan / Italy / Germany
* = for vanilla too
** = for vanilla only


v190 – v140

CHANGES
- Max number of National Wonders per city is 3*
- New Turkish and Viking flags
- Communications with distant empires are cut periodically*
- Added embassies to prevent losing contacts. One building per civ. When you build another civ’s embassy in your city, your embassy is automatically built in one of their cities.*
- Embassies can be built only in peace times, and are destroyed on war declared*
- Just 4 instances of plague instead of 5 – thanks to the loading reduction that communication decay has brought*
- Plague immunity threshold lowered and balanced with current era*
- New Turkish UP
- Reduced number of Turkish starting units
ADJUSTMENTS
- Updated Russian translation*
- Updated city names and settlers maps*
- Tuned handicap levels*
- Adjusted some graphics*
- Masters will consider if a civ’s their vassal when they vote in Congresses
- American immigrants will cause less revolt and stability problems*
FIXES
- Fixed possibility of never ending plague during resurrections*
- Fixed possibility of never ending plague during civ birth*
- Fixed possibility of never ending plague during collapse*
- Fixed possibility of never ending plague on city razed*
- Fixed a case of broken resurrection (bug introduced in last release)*
- Fixed Turkish wrong starting position again*
- Fixed bug of interference between units helping a new born civ and the human player’s switch*
- Fixed randomization in congresses not working properly*
- Fixed division by zero*
- Fixed bug of multiple additional units added to a new born civs if war is declared more than once*
- Fixed resurrection of the wrong civ*
- Fixed exile**
- Added Bowman formation info
- Fixed American sea units being placed on the land*




Embassies are still in beta test - in other words, I haven't added any anti-human player exploit.
I want to see how you'll manage to avoid communication decay, and in case add some correction in the next one.
So please post your reports, cause the time is short
 
Excellent!
 
Good update Rhye!

- Plague immunity threshold lowered and balanced with current era*

What does this mean exactly?
 
So does that mean I can AVOID communication as well?

It all goes downhill once these idiots can communicate with you and make unrealistic demands and get all pissy when you say no and declare war.
 
Great work. I decide to give this a go with Spain, as I could meet a lot of civs quickly with my fast caravels.

I've only had time to play 43 turns (to turn 207), but in that turn I met Arabia - AGAIN! I had met them nine turns earlier (in turn 198), and I hadn't noticed that they had disappeared from my contact list. Check my last autosave (turn 204) and they were there, so I must have lost contact in the last 2 turns. I guess that's how it works right. :confused:

Almost at Paper so when I return I will test the embassies.
 
Whoo. Embassies. Downloading. Now.

Gonna be updating that review again.

I did download the last version, as I was lucky enough to be near some high-speed WiFi.

Praise praise praise Rhye.

What'll be last version number, might I ask?
 
flyingchicken->
please before updating the review I would wait next one...
As I said embassies are BETA, that means that they need to be tested.


Danger Bird->
Losing contact in semi-random turns is how they work, and of course if you meet a civ again, it'll say again "hello". That could be annoying, so I turned random turns into semi-random not to make this happen too often.


elhoim ->
you could avoid plague having health > x. Now that value is lowered, and increases with your era
 
- Fixed division by zero*

You're in for a Mathematical nobel prize or what? ;) Must have been a real mathematical breakthrough ;).

Seriouly, I'm eager to play it, the mod sounds more and more polished. I'm assuming more and more that this mod will be included in the next expansion pack?

mick
 
Downloaded this one last night, played two games since, one as Persia and another as Arabia... I have to say, the autoplay is MUCH shorter now, it seems even faster then when the plague was first added! I started as Arabia, went to make a sandwich, came back and it was ready! It's never been that fast before. (Although it probably helped that both Babylon and Persia were collapsed at spawn...)

As for the communications, I love it! No more do civs like China declare war from a zillion miles away just to bring my happiness down...!
 
Rome on Emperor, Warlords

Babylon sends settler and 2 bowmen wandering off into east europe for now particular use since it did not settle anywhere. I hate to actually see them settle but it just feels like a waist of units.

Turn3 blitzed/dropped chartago and all is fine. Greece seemed to be a harder opposition. I dropped my units near Athens at the marble spot, becous the ironhill had 3 palanx, archer and a warrior ontop of it. Very oddly the Greece AI never moved thos units into Athens to defend or attack me. Instead they remained to the iron hill and let me easily take athens that was defended my 2 archers = Greece fall.
 
Hi, i have a question. The ai is handling well this new change? ( like Spain making embassis with Germany, but not with Japan... etc ).
 
Idea and question:

Could there be a small (+1) diplo boost for an Embassy? This makes sense in order to provide an incentive to the player. I'm building a few in some civs (and not in others, just to see how much difference they make), but I don't think I'd bother if I weren't testing them. (Maybe that's just my playing preference: I don't mind losing contact with far-off civs.) And I think a diplo boost makes sense for realism as well, as nations that at least talk to each other have better relations that those that don't (e.g. Iran-USA).

Does an active trading relationship alone, without an embassy, maintain contact? I would assume it does. [Edit] Although I found out that open borders alone is not enough to keep contact, which is appropriate. But the open borders are still in effect when you meet again.
 
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