[Warlords] Composite XL More of Everything!

I ran about halfway through a small game where I didn't build any other cities, and I noticed a lot less "random" lag...however, there wasn't as much religion spread as there normally was, either, so that might have something to do with it. Also noticed there was no Shrine "screen" for Shinto (just used Confucianism's), I may create a Shrine DDS template and pump a couple of the things out for the religions in EWR...may not be pretty, though.
 
Isint the main menu so much better now... :)
 
Playing a test game... Notes Follow..
Earth 2 (Have I mentioned how much I love this script), Standard, Normal, Random, Rocky, High, Prince. Base .6 Game with the sound fix applied.

Pulled French
Note Industrious so needs to be nerfed.

Turn 4 Memory 395,844

Turn 10 Memory 402,588

Turn 20 Memory 414,920

Turn 40 Memory 441,108

Turn 54 Memory 457,248 (this is in what I expect)
Owned by a barbarian axeman... Copper not yet hooked switch to animal husbandry from alphabet (was oracle slingshotting, allready got SH)

Turn 66 Memory 465,816
Thanks to the axeman my 3rd settler was delayed as I needed axeman coverage. Bastard Cherokee got the spot, they will pay. Cities pumping Axe's
I smell war.

Turn 72 Memory 476,156
3rd Axeman approaching 3rd city built under the spot I wanted. Missed Oracle
Road being built to the front line, horses hooked up. Now Im pissed. No fish Oligarchy not an option. But Slavery Is.. Reasarch Mason...
(This is how the civic system is supposed to work)
Checked Logfiles there good except for XML which i think may be part of the issue. Its a CCCP error that I really need Impaler for as his modular loading is doing something odd.

Turn 82 Memory 418,968 (Very good we're seeing a memory clear here)
The Vile Cherokee and there evil encroaching shinto city was oblitterated, we advance into there territory and encounter there capitol. 40% Defense 5 Axe 1 Chariot attack vs. 3 Archers... This could be tough... Our forces gather on a hill destroy the mine that was there and wait till we are grouped.
4 Turns for Sphinx I'll take it.

Turn 88 Memory 418,940 (Its in line)
We shifted our forces to another Cherokee city, we easily overwhelmed the defenders of this small jungle town and shifted our forces back to there capitol. As for the town, what to do.... I have a settler in waiting with no place to place it, and a juicy capitol if I can take it. The Inca's have positioned them self between me and the Cherokee (and my expansion) they are in first place. Tech goes from iron working as I will have to deal with the jungle.
(Pink Circle for tech conquest sailing on capture of the Cherokee city, hmmm have to fix that)

Turn 104 Classical Entered Memory 444,652....
Back to the Cherokee Main city we go, but alas it was not meant to be we where destroyed throwing ourselves against the city, we could not take it. We sue for peace regroup and begin to produce battering rams. Iron working researched but no iron in site.

I see a slow down....Disabling some python to see if that helps...
 
Ket said:
Note Industrious so needs to be nerfed.

As far as nerfing traits goes, you should nerf Financial first if you're reducing industrial, but a better approach might be to bring all the other traits "up to speed" with financial. Industrious and Philosophical wouldn't need much (Maybe double speed factory for industrious and double speed Observatory for Philosophical) but all the other traits would need serious boosting to get them up to par, IMHO. Pure Combat traits could use some non-combat boosting on that note, to aid AIs in situations where war is impossible or suicidal.

Spoiler Unnecessary Trait Recs, Nerfing/Balance :

-Financial - +1 on +3 Commerce Plots, x2 Market
-Industrious - +35% Wonder Production, x2 Factory, +25% Worker Production
-Philosophical - +75% Great People, x2 University
-Organized - -50% Civic Upkeep, x2 Courthouse
-Spiritual - -100% Anarchylength, x2 Temple, +50% Missionary Production
-Imperialist - +50% Settler Production, +25% GG, x2 Lighthouse
-Protective - Free Drill I / Garrison I for Archers/Gunpowder, +50% Domestic GG, x2 Walls/Castle
-Aggressive - Free Combat I for Melee/Armored, x2 Barracks, x2 Forge
-Expansive - +5 Health, x2 Granary, x2 Harbor
-Charismatic - +1 Happy all cities, +3 Happy Broadcast Tower, -25% Unit XP requirements
-Creative - +10% Culture, +1 Culture all cities, x2 Theatre, x2 Laboratory


Spoiler Unnecessary Trait Recs, Boosting/Balance :

-Financial - +1 on +2 Commerce Plots
-Industrious - +50% Wonder Production, x2 Factory, +50% Worker Production
-Philosophical - +100% Great People, x2 University, x2 Library
-Organized - -75% Civic Upkeep, x2 Courthouse
-Spiritual - -100% Anarchylength, x3 Temple, +100% Missionary Production
-Imperialist - +50% Settler Production, +50% GG, x2 Lighthouse
-Protective - Free Drill I / Garrison I for Archers/Gunpowder, +200% Domestic GG, x2 Walls/Castle
-Aggressive - Free Combat I for Melee/Armored/Naval, x2 Barracks, x2 Forge, x2 Jail
-Expansive - +6 Health, x3 Granary, x3 Harbor
-Charismatic - +2 Happy all cities, +3 Happy Broadcast Tower, -25% Unit XP requirements
-Creative - +15% Culture, +2 Culture all cities, x2 Theatre, x2 Laboratory
 
Just so you know Expansive got a stealth Boost a while ago, I'm sure its in the notes... +25% Settler Production
 
Ok I got clear confirmation that that python script is slowing things down.
Can I get someone to confirm...
 
I was defending against some bears with two promotions for defense (the one where you get +15% on almost any terrain type) and was surprised when I lost to the bears on a hill. I checked the combat log (see attached). When it says 24.3% does that mean I have a 23.4% chance to win or is that the bears chance to win? Also it was a warrior unit, do they normally have bonuses against animals? I thought that was a scout thing. Lastly, I was on a plains terrain type, but it doesn't show that bonus (which should have been 30%). And lastly, what does Terrain: %d% mean? I have never really paid much attention to the underpinnings of the combat syste, just the overall odds and I only checked because I was sure I was going to win that one.
 

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The Cherokee capitol has fallen and is in flames...

And so is the slow down bug. I will send a message to Jackal and see if he can identify the problem and correct it. In the mean time I will produce a patch for release tomorrow that will just be an over-write patch (small download) I was also re-upload the file with the patch applied tomorrow so new down loaders don't have to mess with the patch....

Version .61 (patch)
- Slow Down Bug Removed By Removing Religious Decay
- Sound Fix for Shinto
- Barbarian Axe Men Fix

Unless there is anything else critical that crops up...

GRM, good idea's on the balance of the traits, I agree to push up not to nerf if possible.
 
I was defending against some bears with two promotions for defense (the one where you get +15% on almost any terrain type) and was surprised when I lost to the bears on a hill. I checked the combat log (see attached). When it says 24.3% does that mean I have a 23.4% chance to win or is that the bears chance to win? Also it was a warrior unit, do they normally have bonuses against animals? I thought that was a scout thing. Lastly, I was on a plains terrain type, but it doesn't show that bonus (which should have been 30%). And lastly, what does Terrain: %d% mean? I have never really paid much attention to the underpinnings of the combat syste, just the overall odds and I only checked because I was sure I was going to win that one.

Ok Point By Point...

The 24.3% is the bears chance to win.
There are bonus for all units against barbarians based on difficulty level.
The Combat Log Is Messed Up, I'm not sure if its my end or Regular Civ.
If you where the bear this is something close to what you would have seen if you checked the combat odds...

civ4screenshot0059sv1.jpg



Now this is not entirely correct but you will see here that the two promotions are working. The reason it is not entirely correct is the AI gets a bonus vs animals based on difficulty level.

In your case its Warrior (Str 2) + 30% Defense +35% Barbarian Animal Combat.... So 3.x vs 3.0 so far.
Now I think there is a bonus for attacking from hills but im not sure if thats just ranged weapons. Anyway. When the bear in this case checked his logs he saw this...

civ4screenshot0060wx1.jpg


Now this bear lost but only due to the 70% AI Bonus against animals. Had it not been for that the bear might just be enjoying nice snack of Wang Kon..

The Terrain %d% is just a display bug, improperly formated returns. Not a problem its on the display side not the calculation. Based on the first screen reporting the defense bonus properly and close to the correct odds in this case I see nothing wrong with the results.

Lets look at this lucky bastard....

He killed a fresh archer while he was wounded, and then in the same turn killed another one while he was seriously wounded and then finaly died to a third one...
A good day for the french, a bad day for the cherokee

There has been some talk that not only is the combat calculator broken, but the random number generator is streaky... I can verify that. Just check the warlords forum to see people talking about it...


 
purger30 said:
When 0.61 patch will be available?

Friday night EST, I want to make sure no other issues need to be emergancy patched. Unless of course I cant sleep.
 
Overwrite, if you'd like a shiny new Shinto Shrine dds screen. I tested it. You'll like the way you look, I guarantee it.

Edit: Preview, just in case.
 

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AWESOME!
I will include it... :)
 
Killer news...
Thanks to Roamty's initial point in the right direction and Office Renee I've got the way to display the pedia information in the wonder pop up...



Yay! Heres to a better looking 1.0!!!
 
Man the new version orf the mod is Great!! I mean, was till I got owned by a group of barbarian axeman(without raging barbarians) when I had only 2 cities and only archers <sigh>..Well, had to turn off barbarians till you patch it..Then in my other game witohut barbarians I noticed a really bad slow down with the time, but the most weird thing is, remember what I reported you in the past?? About suddenly szlow downs in some turns while the others are normal?? Well its happening again, but now its not cuz of the diplomatic windows...Hope you fix this things, I really dont like barbarians, but I dont like to turn them off either hehe

Beside these problems, I saw no other big problem in the mod, the religion problem where it is hard to get a good late religion still there, but a little less, if possible could make it a little bit less only? :P Something like -5% of spreading for early religions? This would help me(not only me lol :P but also it would make it harder to win with religion victory, now its a little bit "easy" if you get a early religion) A LOT cuz of my tatic that I already told you of normally takeing a late religion..

Anyway the mod is great :)
 
Killer news...
Thanks to Roamty's initial point in the right direction and Office Renee I've got the way to display the pedia information in the wonder pop up...



Yay! Heres to a better looking 1.0!!!
 
Patch 0.6.1 is live.
Information is in the first post. If you have download the mod, please just download the patch and un-archive it into your Composite XL directory. Overwrite files when it asks.

As of this patch the version number is now in the 'pedia just go to the pedia and at the top you should see patch 0.6.1 if you have it properly installed.

Special thanks to everyone who helped report the issues and debug / correct them.

Patch Notes
Spoiler :

Version .61
Fix - Sound For Shinto Religion (Thanks GRM7584)
Fix - Wonder Movie Test For Springfield
Fix - Barbarians
Fix - Slowdown @ Classical
Python - Version Control In SevoPedia
Fix - Graphic For Shinto
Fix - Began Religion Screen Change

Removed Religion Decay, it will unfortunatly not be back
 
Been playing .6 and noticed that religions dissapear from a city quite often. In fact as soon as there are more than two religions in a city one dissapears.

For example in my current game, I ended up starting all the religions. However when I spread my state religion everywhere, I would end up with only two religions in any city. This was a bit of a problem in the two cities which had started two religons.

It does not seem to matter if you have its temples and/or monastries in the city the religion dissapears.

On one occasion I sent a missionary into a city, the log said that the religion spread there but it had also instantly dissapeared.

I have been able to get one of the religions back by building its building.

I have also had a dissapeared religion (ie no cities with that religion) spontainiously appear in a newly built city.
 
Dancing Hoskuld said:
Been playing .6 and noticed that religions dissapear from a city quite often. In fact as soon as there are more than two religions in a city one dissapears.

For example in my current game, I ended up starting all the religions. However when I spread my state religion everywhere, I would end up with only two religions in any city. This was a bit of a problem in the two cities which had started two religons.

It does not seem to matter if you have its temples and/or monastries in the city the religion dissapears.

On one occasion I sent a missionary into a city, the log said that the religion spread there but it had also instantly dissapeared.

I have been able to get one of the religions back by building its building.

I have also had a dissapeared religion (ie no cities with that religion) spontainiously appear in a newly built city.


Same happens to me... just came here to report that :lol:
 
Thanks for the report guys, the religions disappearing was something called religious decay. It was causing some slow downs and its not quite ready to be used in a major mod so we removed it. Essentially every time a religion spreads or a religion is formed, the concept was that every city was checked to see if it had more than 2 religions. If so one of them that was not a state religion could be removed... Wanted to create a dynamic religion system with that but alas no luck the patch is up and that feature is removed till its improved a bit.

:)

"I have also had a dissapeared religion (ie no cities with that religion) spontaneously appear in a newly built city."

Settlers carry religion with them, actually all land units do... Not all of them its random and its based on your civics and religion. For example If your in theocracy and have a state religion if your settler gets a religion he has a 90% chance to get the state religion, if you don't have a state or are not in theocracy its more random. Units have to be in a city for 5 turns before they have a chance of spreading. Its like a disease :)
 
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