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Next Version #7691

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LoneGazebo opened this issue Apr 13, 2021 · 37 comments
Closed

Next Version #7691

LoneGazebo opened this issue Apr 13, 2021 · 37 comments

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@LoneGazebo
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@RecursiveVision @ilteroi @Mileslewis

Please give a brief write-up of your recent changes (since last version) for changelog. Thanks!

@LoneGazebo
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Also, if I could get some help with issue cleanup, that'd be great.

Also also, who messed with the Tercio icon? It looks weird in-game.

@RecursiveVision
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@pineappledan messed with the Tercio icon. Will write up a changelog shortly :)

@ilteroi
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ilteroi commented Apr 13, 2021

(edited)

changes:

  • owned ice is passable for everybody (solves some pathfinding issues)
  • puppets can only build defensive buildings up to the previous era and run processes otherwise (helps save building maintenance - experimental)

fixes:

  • improved city specialization logic for AI
  • improved city governor tile selection
  • fix city yield calculation
  • improved AI explorer handling
  • fix lots of crashes
  • fix 'cannot end turn' issue
  • fix map trading
  • improve instant yield history, can continue playing forever now
  • improve AI economic decisions, consider instant yields in addition to gold per turn
  • tweak AI city production choices, should not go broke so easily
  • AI does not create so many citadels, keeps more generals
  • improve some AI tactical combat behavior corner cases

@LoneGazebo
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LoneGazebo commented Apr 13, 2021

improve instant yield history, can continue playing forever now

is this the fix I did, or did you also tweak it?

@pineappledan
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  • added +1 flat supply to Runestones (same as base lighthouse)
  • Text fixes for Venetian Merchant and Brazilian UA
  • Altered the flag for the Tercio
  • God of the Stars & Sky yields now given to resources on Snow tiles as well
  • University/Seowon +1 science on Snow tiles
  • Scientific Revolution +2 science on Snow Tiles

@LoneGazebo
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@pineappledan the tercio flag looks...wrong. It's not color-coordinating anymore.

@LoneGazebo
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image

@pineappledan
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Just revert change I guess.

@ilteroi
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ilteroi commented Apr 13, 2021

Just revert change I guess.

i like that new icon ... but why is it red, that's the question?

@ilteroi
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ilteroi commented Apr 13, 2021

improve instant yield history, can continue playing forever now

is this the fix I did, or did you also tweak it?

no idea what you did ... but now it's storing only the previous thirty turns.

@LoneGazebo
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@pineappledan i think maybe the DDS is just busted? Try resubmitting the change. No rush.

@LoneGazebo
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no idea what you did ... but now it's storing only the previous thirty turns.

Redid the storage logic so that it isn't a fixed-size array based on maxgameturns. Now it's a dynamic vector.

@RecursiveVision
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RecursiveVision commented Apr 13, 2021

My changes:

Voluntary Vassalage
- Fixed excessive AI desire for voluntary vassalage
- Masters who accept a voluntary vassal now go to war with anyone the vassal is currently at war with, preventing troops from being kicked out + AI trained to handle this
- Added option to disable voluntary vassalage (DiploAIOptions.sql)
- Fixed being able to have a Defensive Pact and Voluntary Vassalage in the same trade deal

Opinion Score
- Fixed recent trade, common foe, vassal protection opinion bonuses not being applied
- Vassal protection bonus now nullified if you attack your vassal
- Adjusted penalties for competition with the AI
- Reduced "denounced by our friend" penalty, also applies less often
- Reworked common foe bonus to account for power difference between AI and damaged player; now can go up to +100
- The effect of an AI's opinion score on approach selection is now less extreme; increased consideration of leader personality + prioritization if the AI hates or likes a lot of people

Approach
- Improvements to AI approach selection towards both civs and City-States
- Reduced tendency to gravitate towards neutral
- Fixed erratic shifts in approach while AI is planning war
- Fixed a major bug with AI approach prioritization

Bugfixes
- Fixed militaristic City-States not spawning units
- Another major revision of warmongering calculation, fixed excessive penalties and several bugs, dropped flavor elements
- AI less likely to denounce friends
- Fixed some issues with difficulty-related code
- Fixed missing distance check from third party war bribes

Balance
- Penalty for breaking PTP now scales with era
- Fixed excessive anti-warmonger fervor

Other
- Improvements to DP + coop war logic
- Adjustments to AI strength perception of humans
- Diplo Flavors Rework now fully integrated + VictoryCompetitiveness now a 1-10 scale
- AI no longer considers Grand Strategy before the medieval era (for domination) and renaissance era (otherwise); prior to this it uses its "diplo personality" which is based on flavors
- Added text to show when a Peace Treaty with a player's DP ally is blocking the ability to declare war
- Tweaked war information display
- Significant code cleanup and enum sanitization (still ongoing)

@RecursiveVision
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RecursiveVision commented Apr 13, 2021

@LoneGazebo My changelog is rather long so I'll post it in the Diplomacy AI Development thread. You can add whatever you feel are the highlights to your changelog and add a note to check that thread if people want to see the full one. :)

In particular I think people will be happy about the bugfixes and voluntary vassalage change.

@RecursiveVision
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RecursiveVision commented Apr 13, 2021

@LoneGazebo @pineappledan Here's the commit which added the Tercio flag changes: 5413bb6

I'll help close issues.

@GLop4
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GLop4 commented Apr 13, 2021

I suggested this original a while ago :
ter

newTercioFlag.zip

@LoneGazebo
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@GLop4 that's nearly identical to the conquistador.

@Stalker012345
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Stalker012345 commented Apr 13, 2021

@GLop4 that's nearly identical to the conquistador.

I like that one better than the other one though. the other one is really thin and hard to see. Also shouldn't we at least poll the main forums to see if people like new artwork before just swapping it in?

@RecursiveVision
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Isn't the Tercio originally a Spanish unit though?

@Mileslewis
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Mileslewis commented Apr 13, 2021

Basically all of the World Congress logic is now completely different but I'll try to make some key bullet points.

Proposal Logic:

  • No randomness in voting or proposal choices
  • Updated estimates of what proposals will help/hurt a Civ in general
  • Earlier recognition of Tourism and Diplomatic victory progress and which proposals can help
  • Civs will estimate which proposals other Civs like/dislike and then either help/hinder them depending on relationship and victory competitiveness. They may even help you win if they like you enough!
  • Vassals use same logic but are likely to help their master if they like them.

Special Sessions (Host and Diplomatic Victory Votes):

  • AI Voting for another player is dictated by high congress 'alignment'. Alignment is mostly dictated by congress voting history, shared religion/ideology and war history. Vassals/Liberated Civs will have high alignment if they like their master.
  • Vote numbers are also important (the more votes you have compared to them the more likely they are to vote for you)
  • Receiving extra votes for Diplomatic Victory is less likely than for host
  • Diplomatic Victory votes can no longer be bought.

Deals:

  • Deal valuation for trading votes updated

When the patch goes live I'll make a thread on the forum so people can complain

@RecursiveVision
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I closed about 100 issues that appeared to be resolved.

@RecursiveVision
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@Stalker012345 For all the enemy unit panel stuff I'll do some work on fixing it after the next release.

@LoneGazebo
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@pineappledan I fixed it.

@GLop4
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GLop4 commented Apr 13, 2021

ter2
I use it for months and never made a confusion.

@Stalker012345
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Stalker012345 commented Apr 13, 2021

  • Receiving extra votes for Diplomatic Victory is less likely than for host
  • Diplomatic Victory votes can no longer be bought.

hehe probably too early for feedback as these are the changes that are going live, but since I see them. I really don't like they are taking away concrete ways to win a victory conditions (getting diplomats and making deals to secure votes) and trading them for fuzzy ways (other civs may....or may not...vote for you, who knows?).

Now I am all for those deals costing you an arm and a leg, if an AI is willing to make a deal where you could win the game, then it should hurt! But....if I can afford it, then let me do it. I think that is way more sastifying to go "okay I convert my +200 GPT reserve into key DV votes" than "oh....the AI voted for me....wow I won....that's....um, cool".

When the patch goes live I'll make a thread on the forum so people can complain

With respect I think they have a right to on this one. This isn't a bug fix or an update in logic, its a fundamental change to how a victory condition is acquired. That's something that should absolutely be debated by the community before implemented.

@Mileslewis
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Mileslewis commented Apr 13, 2021

The Civs randomly voting for you is something that could happen before, I just tried to explain the reason why it would now happen so that people have more of an idea.
I do get that it might still feel random though because I'm not sure there is any way of actually seeing your alignment with other civs.

Tbh I agree on the trading votes that I would like to know what people want and do that. EDIT- Would also need to decide how much they should be worth and when it shouldn't happen.

@LoneGazebo
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Diplo votes should be buyable IMO.

@RecursiveVision
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RecursiveVision commented Apr 13, 2021

With respect I think they have a right to on this one. This isn't a bug fix or an update in logic, its a fundamental change to how a victory condition is acquired. That's something that should absolutely be debated by the community before implemented.

I think Milae's comment was intended as self-deprecation, not as an attack. :)

But on your core argument, I'm in agreement there.

Diplo votes should be buyable IMO.

I agree, I don't like the idea of them being removed. But they should be expensive.

@Mileslewis
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Well if you all agree I can try to change it before release?

@LoneGazebo
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@Mileslewis I think it should be.

@azum4roll
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azum4roll commented Apr 14, 2021

AssignStartingPlots:

- Natural Wonder locations require higher fertility, to properly prevent being put in the middle of nowhere. Side effects might include Krakatoa never being placed, please observe.
- Make sure Natural Wonders can never be 3 tiles around City States (up from 1).

Communitu_79a v2.3.0:

- Tweak shortest path algorithm edge weights so it actually works (no more straight unnatural canals)
- Make sure polar sea connections never dig through land in Terra mode

@hamorphis
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When are you planning to release this new version?

@RecursiveVision
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When are you planning to release this new version?

@LoneGazebo I second this, I'm looking forward to playing a game on the new version myself :)

@LoneGazebo
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hopefully today.

@hamorphis
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Great Work of Programming! Wish I knew C++, but I am only a C# guy :)

@hamorphis
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We should have a new special person in the modern era - Great Developer who could write a Great Piece of Software and place it in a Research Lab giving boost to cyber espionage :)

@azum4roll
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We should have a new special person in the modern era - Great Developer who could write a Great Piece of Software and place it in a Research Lab giving boost to cyber espionage :)

And then it gets stolen by a hacker the very next turn

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