Announcement

Collapse
No announcement yet.

Warlords patch

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Warlords patch

    [Edit by Solver: as of October 31, the 2.08 patch has been released, and is available here on Apolyton.]

    We are almost ready to release the patch.
    It's a bit later than we initially thought, so in the meantime, here's the list of changes that will be in it:

    Vassal States
    No longer possible to receive a request from an AI to declare war on one of his vassals (!)
    Vassals can no longer accept one-sided defensive pacts (!)
    Fixed happiness from vassal issue
    You can now airlift into cities of your vassal
    You don't pay supply costs for units inside your vassal's borders
    Can no longer ask someone to make peace with a vassal. Talk to the master directly.
    Vassal AI improvement
    When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you)
    Vassal AI no longer makes *all* their gold available for trade.
    Vassal AI never refuse to talk to their master
    AI better considers war consequences of accepting a vassal
    Vassals no longer freed when master forms a permanent alliance
    - Fixes the vassal/defensive pact exploit
    Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement.
    Master/Vassal AI no longer give each other negative attitude modifiers for close borders.
    Vassal AI does not get upset because of Master's defensive pacts with third parties.
    Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
    If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either.
    Adjusted negative AI attitude for having vassals
    AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors

    Great Generals
    When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name
    Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
    (so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience)

    Multiplayer
    Anonymous play: real player names revealed on game end
    Fix for anonymous mode not being always anonymous
    Fixed some more anonymous play issues
    - You can no longer see other player's names in the staging screen for loading a save
    - You no longer see the player ID for "waiting to hear from..."
    Fixed selection issue in simultaneous MP for recently-moved units
    Now possible to join a Pitboss game where only AI are left
    Fixed Pitboss not-ready-to-launch bug
    Pitboss no longer crashes when launching as players are joining
    Pitboss no longer crashes when large amounts of text are spammed into the chat box
    Don't allow launching the game with players still in the civ selection screen
    Fixed MP crash when player is eliminated with the trade screen up and performs a trade
    Switched to new GameSpy SDK
    No autosaves generated for PBEM
    Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected
    Added "logging enabled" warning for MP
    LAN: No longer possible to spam the network with game refresh requests

    Graphics
    Fixed non-shader version of Mehmed
    if too many individual plots need globe rendering, redraw entire globe texture for performance
    Hooked up modern harbor graphic
    Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war.
    Possible fix for grid crash. Test by playing at medium or low graphics level.
    Kublai / Qin swap
    High resolution terrain option has no effect when graphics settings are not at the highest level

    Interface
    Combat odds greater than 99.9% are displayed as such (not rounded to 100%)
    Combat odds less than 0.1% are displayed as such (not rounded to 0%)
    Active resource deals (1 of X) display the correct number for X
    Diplomacy screen: leader attitude once again shown at the top
    Regenerating the map resets the statistics in the Info screen
    Plot indicator rotation no longer gives away your location on the map (north-south hemisphere)
    Fixed Python exception in plotlist mouseover help
    Fixed watermill and workshop tooltip
    Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission
    Fixed cursor location for windowed maximized mode.
    Rally points now work with autopromote
    Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen
    Fixed erroneous score display in city screen for games with over 20 number of players
    Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible
    Great Person city bar mouseover shows turns left
    Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents)
    Civ name appears after city names when captured and when Great People are born
    (to avoid confusion now that duplicate names are allowed)
    City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection
    Fixed sorting bug in Domestic advisor
    Improved performance for large selection groups
    Fixed F6 screen update issue for PBEM
    Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science
    No more warnings for animals at your borders
    No more '&' allowed in player and city names (special character)
    Globeview unit indicator and help text show up correctly for plots with more than one unit
    Correct unit mouseover for collateral damage protection
    Correctly updating yield symbols after plot ownership change
    Workers given orders after they have moved wake up when in danger

    Sound
    Fixed SAM noise issue
    Fixed a sound bug
    Added audio to enemy unit warnings
    Stalin gets Peter's diplo music, not Catherine's
    Fixed audio crash on reload
    Diplomacy music was slightly too loud for new leaders

    AI
    AI no longer chooses state religion civics if it has no religion
    City governor no longer overly starves a city when there is not enough food
    Fixed a couple more issues with the city governor
    AI no longer dumps their entire nuclear arsenal on the barbarians
    Fixed bug where AI would sometimes accept trades for your worthless maps
    AI builds bunkers more urgently
    AI city placement improvement as per Blake
    Improved AI use of 'emphasize' buttons as per Blake
    Pop-rush and draft AI improvement as per Blake
    Worker AI improvement as per Blake
    Improved civics AI as per Blake
    Tweaked AI building priorities as per Blake
    Fixed AI accidental war declaration (crash into submarine)
    AI no longer offers non-peace deals when at war

    Balance
    Increased trebuchet cost to 80
    Quarries give +1 shield with railroads
    Expansive gets +50% production for workers, and just +2 health
    Navigation II requires Flanking
    Leadership gives double experience points
    Stables obsolete with Rocketry (when mounted units upgrade to Gunships)
    Siege units no longer defend after other less powerful units in a stack
    When gifting a unit to a charismatic leader, an experience adjustment occurs.
    (Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them)
    Removed balanced resource option from Mirror mapscript
    Creative gets cheap Libraries
    Organized gets cheap Factories
    Jaguar gets Woodsman promotion instead of 25% jungle defense
    Bureaucracy: High upkeep
    Representation: +3 Happy in largest cities
    Civil Service requires Mathematics
    Pyramids cost 500
    Colosseum and Odeon cost 80
    Masonry has higher religious weight
    Mall: +20% gold
    Guerilla3 gives +30% withdrawal in addition to hills attack bonus
    Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
    Castle gives 25% protection to bombardment
    Spanish Citadel gives +5XP to siege
    Heroic Epic available with a level 4 unit
    Shrines immune to nukes
    Gallic Warrior can also be built with Copper
    Military Academy: +50% production for military units
    Military Academy requires Education
    Military Academy gives 3 culture
    Oracle, Stonehenge, Great Wall no longer available in Classical starts
    Great Wall gives just 1 Great Person point per turn
    Temple of Artemis: reduced cost to 350
    Barbarians can have Spearmen

    Misc bug fixes
    Fixed first strike chance bug
    Enemy spies no longer visible from GlobeView!
    Barbarians can no longer build any of the Wonders
    Fixed potential crash
    Old .Civ4WorldBuilderSave files are recognized and loaded
    Can't gift a unit if the recipient is over the limit (missionaries, spies)
    Units cannot jump into enemy territory when expelled
    When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes.
    Fixed crash with flip of city that contained troops loaded into a transport.
    Fixed several other potential crashed of the same type.
    Fixed crash bug
    Fixed bug with research overflow
    Fixed load unit into transport crash
    Fixed selection group cycling crash
    Can't capture Greek Odeon (gives culture)
    Raised Worldbuilder culture limit from 1000 to 100000000
    No longer possible to bombard a city with zero defensive modifier
    Fixed back to main menu crash
    Great People type no longer changes during anarchy
    Game no longer freezes when you try to retire after ending your turn in PBEM/Hotseat

    Text
    Fixed Stonehenge strategy text
    Updated credits
    Fixed typo in Hannibal civilopedia entry
    Fixed inaccuracy in Great General civilopedia entry
    Fixed Pavilion spelling
    Updated Celtic city list
    Fixed Louis diplomacy text bug
    Egypt civilopedia text fix
    French Tank: Char -> Char d'assaut

    Modding
    Updated PythonHelp feature
    exposed getCurrentEra to Python
    Added some missing python auto-doc information
    Added Python override to prevent razing of a city
    Leaders with no favorite civic appear in civilopedia
    Projects defined in WorldBuilder saves now work properly

    Genghis Khan Scenario
    Removed Pinch promotion

    Chinese Unification Scenario
    Can now build Galleys in all 'river' coastal cities
    Imperialist Trait now grants 50% Settler production bonus as expected

    Alexander the Great Scenario
    Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted.
    Scenerio->Scenario
    Only available for single-player games

    Peloponnesian War Scenario
    Non-english text fix for Peloponnesian War

    Vikings Scenario
    fixed bug where Red marking circles did not show up after loading a save

    Omens Scenario
    Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
    Last edited by Solver; November 1, 2006, 08:51.

  • #2
    That's all?






    Say, I read trough the vassal fixes, but I'm still not sure, whether the exploit of getting Civ C to declare war on your vassal, and then making peace with Civ C immediately, without closing the diplo-screen, is fixed?
    Last edited by Tattila the Hun; October 23, 2006, 10:53.
    I've allways wanted to play "Russ Meyer's Civilization"

    Comment


    • #3
      Good work! Major improvements! Those vassal changes will really make them more attractive!

      And all those AI improvements from Blake... That's really gonna make the game a lot harder on all difficulties. I wonder, is the difficulty scale going to be adjusted? Or perhaps the AI bonusses tweaked? Or will the game just be harder from now on?

      All the gameplay changes seem to make the game more balanced. Some of the lesser leader traits got improvements, nice.

      The major changes, gameplay wise, are these:
      - Civil Service requires Mathematics
      - Masonry has higher religious weight

      Most of the starting strategies are now instantly worthless. No more CS slingshot, no more lightbulbing CS or Philosophy. It's gonna take a while for players to find new starting strategies!

      Comment


      • #4
        I can certainly confirm that the game is now harder. If you were mostly comfortable at some difficulty level, that level will now become challenging.
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

        Comment


        • #5
          Yeah, I fear I'm never, ever, gonna win a deity occ game now ;(

          Comment


          • #6
            Oh, bugger. What's below settler?
            I've allways wanted to play "Russ Meyer's Civilization"

            Comment


            • #7
              I am really pleased that Blake's effort has been included.
              A touch of class.
              Well done. (not diminishing all the other fixes of course)
              It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
              RIP Tony Bogey & Baron O

              Comment


              • #8
                No more CS slingshot, and (hopefully) no more AI cities one tile away from the coast ...
                "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                Comment


                • #9
                  Originally posted by Tattila the Hun
                  Oh, bugger. What's below settler?
                  Markos
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                  Comment


                  • #10
                    Originally posted by Tattila the Hun
                    Oh, bugger. What's below settler?
                    StarLightDeath
                    Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

                    Comment


                    • #11
                      I have to say that my favorite change is:

                      Quarries give +1 shield with railroads

                      Come on, that's just awesome. And I'm actually not being sarcastic, I've always thought "wow, quarries should benefit from railroads" .
                      And it's called a shield, that's so quant!


                      The Balance changes are IMHO most interesting:

                      Expansive gets +50% production for workers, and just +2 health
                      Now this is an interesting upgrade to Expansive. It plays a slightly more active role in a civ now. Kind of a free 30 hammers with every worker you train/whip, but bearing in mind it doesn't work with food (ie you need whip or mines).

                      Siege units no longer defend after other less powerful units in a stack
                      This is another interesting change especially for things like Elepult - Elepult is now less vulnerable to spears even without axes, because the pults will defend against spears. And Korea? deadly... just bring spears.


                      Creative gets cheap Libraries
                      This is a pretty cool change. It means even earlier academies and even stronger border pushes.

                      Civil Service requires Mathematics
                      Alas poor CS slingshot we hardly knew thee. Hey funny story, first time I tried the patch with this change, I popped Mathematics from a hut right before the Oracle finished and performed a flawless CS Slingshot. The funny thing is I didn't even notice what I'd done and picked CS without any thought. I think that's the only time I've ever popped Maths from a hut
                      It's a great change though, look forward to more Feudalism and Philo slingshots (I often prefer Philo anyway).

                      Masonry has higher religious weight
                      This is a significant change and quite the blow to the usefulness of the Prophet since he can no longer slingshot to Code of Laws or Civil Service. The Great Prophet is now restricted to religion type things, as he probably should be. Look forward to more Theology and Philo pops (ie generate library GS rather than prophet). Monarchy is still poppable too, after Theo has been popped.

                      Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
                      Castle gives 25% protection to bombardment

                      This is also kind of interesting, especially Spanish citadels... those things take forever to bombard down.

                      Shrines immune to nukes
                      Well yeah, God > Nukes, everyone knows that.


                      Military Academy: +50% production for military units
                      Military Academy requires Education
                      Military Academy gives 3 culture

                      I think this makes MA's kind of a no-brainer, but only once you have that Education.


                      Barbarians can have Spearmen

                      Barbarians can get Horsemen too. But how often do you see them? But still this meanas chariots are less of a one-stop solution to barbs.

                      Comment


                      • #12
                        Blake, did they just take AI improvements from your mod or enhanced them further?
                        Last edited by Karol; October 23, 2006, 13:19.

                        Comment


                        • #13
                          Lots and lots of good changes here. The only thing that worries me is cheap factories for Organized. Org is already one of the most powerful traits on higher difficulties, it already has one of the most useful cheap buildings in the Courthouse, and now it gets another super-building for cheap (and it is the most expensive bonus building too).

                          Augustus will get just ridiculous. Cheap Libraries, Theatres, Colosseums, Lighthouses, Courthouses and Factories, plus Praetorians? I say it is broken.

                          Comment


                          • #14
                            I'm more curious about the change to Mehmed. Cheap courthouses, granaries, lighthouses, harbours, factories and workers.
                            LandMasses Version 3 Now Available since 18/05/2008.

                            Comment


                            • #15
                              Frederick will be pretty nice as well; he joins Shaka in the class of "leaders with a cheap UB".

                              EDIT: And Franklin Roosevelt becomes a production god. Cheap forges and cheap factories.
                              Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

                              Comment

                              Working...
                              X