DerekPaxton DerekPaxton

1.11 Changelog

1.11 Changelog

*** 1.11 is scheduled for release on 01/06/2011 ***

  1.11 is a stability patch based on the feedback given since 1.1's release.  It resolves crashes and improves the AI.

 

Changes:

1. AI is much better at casting strategic spells.

2. AI better at queuing units to be trained.

3. AI unit design improved.

4. Crash fixes in the battle engine.

5. Resolved an end of turn crash.

6. Fixed a multi-threaded crash in evaluate relations.

7. More resources at placed on the map (about 50% more than 1.1).

 

33,569 views 47 replies
Reply #26 Top

Probably fixed but since Brad's version of the .exe was not Public I did not post issue this but I have encountered this BUG in the version.

When killed, the dead Champs/Hires are not removed from the unit List on the Left sidebar and if clicked on, the camera takes the players view out, seemingly randomly on the map, into the FOW.

I will assume that has been corrected? If not please have a look see as the Left side list needs to be kept as clear as possible so that all Cities/characters can be seen and clicked on as the game progresses.

Reply #27 Top

Quoting Derek, reply 25

Quoting Werewindlefr, reply 24How much better than 1.1d will it be, AI-wise ? What can we expect ?
It's the public version of 1.1d with resources tuned down a little and the higher level monsters disabled.  When we got back from vacation this week we started testing Brad's patch, verified it was good for public consumption and decided to push it public (instead of waiting to include it with 1.2).

 
End of Derek's quote

 

You disabled the high level monsters?  I think that's a little overkill.  What was needed was a delay in them, that's all.

 

 

Reply #28 Top

Quoting Alstein, reply 27

You disabled the high level monsters?  I think that's a little overkill.  What was needed was a delay in them, that's all.
 
End of Alstein's quote

What was added in 1.1d and we removed is that instead of waiting for level 5 monsters to spawn a level 5 monster (like a corpse spider) the game could spawn a level 1 version of a corpse spider at spawn level 1.  Which is an interesting idea but the base stats of the monsters aren't made for that since we had never considered that option (a level 1 corpse spider is still a lot closer to a level 5 monster than a level 1 monster).

So if we wanted to have that as an option we would need to rebalance all the monsters so that their level X versions more correctly modeled that level, instead of the creature.

Personally I don't like having monsters at every level because overall it makes the monster less interesting.  I don't want to see the mid to late game monsters in the early game because then it isn't as cool when you see them in the late game.

The real fix for me is to make sure you see those monsters in the late game (sometimes they never show up or they are way to late) which is the issue I want to address.

Reply #29 Top

Quoting Derek, reply 28

Personally I don't like having monsters at every level because overall it makes the monster less interesting.  I don't want to see the mid to late game monsters in the early game because then it isn't as cool when you see them in the late game.

The real fix for me is to make sure you see those monsters in the late game (sometimes they never show up or they are way to late) which is the issue I want to address.
End of Derek's quote

True but with Brads build, it certainly had an OFPGAF (ow fuck please go away factor) when they wandered near your freshly build not yet defended village. I actually lost 2 games due to loosing cities to monsters early in the game with Brads build.

Reply #30 Top

Maybe tie level of monsters to a non-gameable formula somehow?

 

My idea: Spawn Level should be a function of habited map percentage (what % of the map is under influence), world population,  techs researched , world difficulty and a random factor.  Other factors could be added in expansions.  This would be checked every x number of turns, and those messages would be given when the monster lvl increases.

 

 

Reply #31 Top

Quoting DrAtomic1, reply 29

True but with Brads build, it certainly had an OFPGAF (ow fuck please go away factor) when they wandered near your freshly build not yet defended village. I actually lost 2 games due to loosing cities to monsters early in the game with Brads build.
End of DrAtomic1's quote

When we get a monster frequency slider in the game options you will be able to decide how tough you want the monster to be.  But we don't want the general player to be wiped by monster in 2 out of 3 games (unless you have selected to make monsters hard).

Reply #32 Top

Quoting Alstein, reply 30
Maybe tie level of monsters to a non-gameable formula somehow?

 

My idea: Spawn Level should be a function of habited map percentage (what % of the map is under influence), world population,  techs researched , world difficulty and a random factor.  Other factors could be added in expansions.  This would be checked every x number of turns, and those messages would be given when the monster lvl increases.

 

 
End of Alstein's quote

 

we have a bunch of ideas for adjusting the way the world spawn rating goes up and it absolutely will be addressed in a future patch, just not something that can slide in in a stability patch like 1.11

Reply #33 Top

I figured you guys did, I just have my own ideas as usual, with no clue whether they're good or not. I was having real issues with monsters in Brad's builds at random, to the point where I dropped world difficulty down to normal from challenging, where I like to put Stardock AI. 

 

I figure if I fire enough crap out, some of it will be good.

 

Personally, I'd love pages of options for world design, provided the AI can handle it, but on a useability end, you're going to also need to keep it simple for others (perhaps a basic/advanced world option?)

 

 

Reply #34 Top

Quoting Alstein, reply 33
...Personally, I'd love pages of options for world design, provided the AI can handle it, but on a useability end, you're going to also need to keep it simple for others (perhaps a basic/advanced world option?)
End of Alstein's quote

Long ago, there was talk about the Setup options being pages long. Starting with a simple toggle between basic and advanced world settings seems like a very good way to make the complexity available for those of us who want it without forcing it on folks who just want to get a game started quickly.

Reply #35 Top

Quoting Derek, reply 21
Yeah, we need a resource placement overhaul.  Brad's work helps tremendously by placing more resources in the world but we also need to work on distribution.
End of Derek's quote
Excellent news!  Resource occurrence was the only thing that had me seriously concerned.  All other areas of needed improvement seemed to be progressing well.  Now I have absolutely no worries as to the future of this game!

I'm a fan of mass-options in world setup.  You speak of a monster frequency slider which includes a toughness setting.. this makes me happy :~) I hope that is just one of many options the player will have when choosing what type of world to play on.

 

For the resource placement overhaul... I want to again put forth the suggestion to consider hiring Sirian to write up some map scripts.  It wouldn't necessarily need to be a full-time hire.  The job could be a tele-commute, one job contract. ??  Sirian wrote some nifty map scripts for Civ4.  He's demonstrated the talent for it.  Of course I don't know if he is available or interested; and I don't think that the Elemental team requires outside help on this.  But he is good and might bring something new to the table.  And beyond freeing up the team to work on other things, the hiring of Sirian would increase EWoM's exposure to yet another TBS fan community (Realms Beyond).  RB is an active community of TBS gamers who participate in various communal SP and MP games.  They sponsor a variety of events in which players write up detailed game reports.  If RB were to embrace Elemental, this would expose the game to even more gamers.   In addition, the player writeups would have the affect of free advertising.  Gamers who read the AAR's get to see the game being played.  And the hiring of Sirian might conceivably mirror the Kael affect... when Kael was hired, a number of fence sitters at CivFanatics immediately bought the game.  Sirian is fairly well known at both CFC and RB.   

Reply #36 Top

Quoting Kestral2040, reply 32


we have a bunch of ideas for adjusting the way the world spawn rating goes up and it absolutely will be addressed in a future patch, just not something that can slide in in a stability patch like 1.11
End of Kestral2040's quote

How about spawning all monsters from the start and simply placing the low-leveled monsters around the coast while allowing higher-leveled monsters to inhabit the deeper interior of each land mass (the further inland you go, the tougher the monsters become, the bigger the loot).

That way players get a continued sense of discovery instead of just watching new stuff popup all over the map in places they've already been.

Reply #37 Top

Quoting TheProgress, reply 36

Quoting Kestral2040, reply 32

we have a bunch of ideas for adjusting the way the world spawn rating goes up and it absolutely will be addressed in a future patch, just not something that can slide in in a stability patch like 1.11

How about spawning all monsters from the start and simply placing the low-leveled monsters around the coast while allowing higher-leveled monsters to inhabit the deeper interior of each land mass (the further inland you go, the tougher the monsters become, the bigger the loot).

That way players get a continued sense of discovery instead of just watching new stuff popup all over the map in places they've already been.
End of TheProgress's quote

 

Yes please. 

Could this also apply to quest landmarks?

I hate having massive towers appear next to my cities.

Reply #38 Top

Quoting Frogboy, reply 17


It doesn't unfortunately.

It's going to be more complicated to fix because it's not a memory leak but a memory load. The problem with the AI getting better is that it's using more "stuff".

The memory thing is our #1 priority for v1.2.
End of Frogboy's quote

Something to look forward to with regard to 1.2 then, pleased to see its finally being addressed!

Keep up the great work.

Reply #39 Top

That way players get a continued sense of discovery instead of just watching new stuff popup all over the map in places they've already been.
End of quote

Oh yes, that would be so nice. :smitten:

Reply #40 Top

Did this patch fix the problem in the custom Sov created that did not have Organized in it?  I believe that's the Talent that allows the army to move at the speed of the Sov.

Reply #41 Top

Quoting icen9ne, reply 40
Did this patch fix the problem in the custom Sov created that did not have Organized in it?  I believe that's the Talent that allows the army to move at the speed of the Sov.
End of icen9ne's quote

 

The organized trait was removed deliberately, as it was tremendously overpowered and was always chosen by everyone, unless they wanted to nerf themselves.

Reply #42 Top

Quoting tanafres, reply 41

Quoting icen9ne, reply 40Did this patch fix the problem in the custom Sov created that did not have Organized in it?  I believe that's the Talent that allows the army to move at the speed of the Sov.
 

The organized trait was removed deliberately, as it was tremendously overpowered and was always chosen by everyone, unless they wanted to nerf themselves.
End of tanafres's quote

 

I see.  It seemed as though some of the non-custom Sovs still have it. 

Reply #43 Top

Is it suppose to be a 1.41 gig download to patch or do I have to delete everything again so I can update properly?

 

 

Reply #44 Top

Sounds good. Downloading now.

Well done Stardock. ^_^

 

 

 

Reply #45 Top

mmmmmmmmmm patches, I love thursday nights at the stardock hotel.

Reply #46 Top

Something that I noticed in a couple plays now (other than the unfortunate OOM), is that the archery lag bug has come back. If you put a hero on a horse or warg and fire a bow, there is a considerable lag after the shot hits and when you can take your next action.

 

As a future idea, would it be possible to say fire one archer, and then already be clicking on the next one and ordering it to fire without having to wait for the arrow to fly across the screen and land? It would save a load of time :)

Reply #47 Top

Promising!