View Full Version : Uomo Universalis


Moriboe
Nov 18, 2011, 10:07 AM
Uomo Universalis

To install: Get the three parts from the Mod Browser, or subscribe to the Uomo Universalis collection.

NOT compatible with Gods + Kings

Concept
This is a total mod improving on all areas of the game. I hold fond memories of Rhye's mod for Civ3 and wanted to do something similar. As such the end goal of this mod is to take all (or most) added stuff to the world map(s).

Features
The :c5citizen: Uomo Universalis suite comes in three parts:


Building Made Fun: Started soon after the game's release, this mod includes additions and changes to the tech tree, buildings, wonders, improvements, puppets and more. It also includes an altered version of Gazebo's City State Diplomacy mod, introducing religious units and extra scripted prerequisites.
Fill The Map: Adds 16 new civilizations, with unique buildings often based on the ones included by BMF. Includes free alternatives to the DLC civs.
Play The World: Adds an earth map based on Rhye's for Civ4, with two (conceptual) alternative civilization distributions. It is an updated version of :c5greatperson: Terra Nostra (http://forums.civfanatics.com/showthread.php?t=414481), which continues to lead a life of its own, but is no longer maintained.

Why? Well when working on TN I was making efforts to keep both compatible, and in fact designed the map with BMF's features in mind. A substantial number of unique buildings and units for additional civs will also replace those from this package. Other modder's work was included to make sure this package brings the gameplay experience I seek and to prevent compatibility problems.

For an overview of the various components, see the next two posts.

Moriboe
Nov 18, 2011, 10:07 AM
Part I: Building Made Fun

A picture says more than a thousand words: check the image of the tech tree attached to this post! I'm sure you can guess most of the buildings and wonders that appear.

Buildings

Buildings: a total of 23 new (regular) buildings, each with its own niche and identity, not added for the sake of adding them.
Many have specialized prerequisites so that every game feels different. E.g. you can build a Triumphal Arch when finishing off an opponent, or a Fair in a city which is close to a neighbor you opened your borders to.
Some modern buildings use oil to strengthen your economy.
Higher realism and strategy for existing buildings. E.g. the Harbor increases gold from nearby luxuries, the Seaport gives gold from strategic resources and adds some production to the city (export/import).
Each resource is boosted by at least one building. E.g. the Wildlife Preserve adds culture for deer, elephants (ivory) and whales.

National Wonders: added 13 extra; more than you can hope to build within a single game! Put your priorities right. Most have effects beyond simply adding a yield. Modern ones include the Red Cross, Olympic Park, Supercomputer, Communications Satellite and Virtual World.
Wonders: added 25 total, maintaining a high standard of originality and balance for all. I used high quality graphics by the best artists on these boards for many of them. Building a hoard of them in one city is discouraged.

Technologies

Overhauled and added 17 techs added to accommodate the other new features, encourage many different paths and increase historicity. Each tech is solid and worth considering.
The tech costs have been increased, more further down the tree, so the game feels more epic.
More passive effects on techs, e.g. printing press boosts libraries and ecology removes the (new) health penalty on factories.


Culture Victory
One of the mod's strongest features. You can now (also) attain a cultural victory by getting three cities to "Legendary" culture level, as in Civ4. For this end all culture options throughout the game have been carefully rebalanced and many more added. Culture victory is no longer about going through the checklist of things to have and then yawn away till finished hitting "end turn". There are multiple valid paths and they don't end with Sydney Opera house: there are many goodies to aid you in the modern age to keep things exciting! Some snippets:

Great Works: culture bombs provide a lump sum of culture in the nearest city, along with a neat message of which famous artwork the artist created.
Forest Preserve: tile improvement that adds culture, more if next to other forest preserves. Gets boosted by the new Environmentalism policy.
New scripted wonder effects such as (one time) culture for military units [Terracotta Army] or population [Mass Games], culture per turn (in this city) for each wonder (any city) [Louvre] and culture per population.
In the endgame the Cable Network boosts culture empire-wide!


Policies
Balance overhaul, so that no policy is weak, where needed: the first 3 trees are virtually untouched. Includes boosters for new stuff; e.g. the Environmentalism policy will boost Forest Preserves (tile improvement) and Wildlife Preserves (building). Communism now boosts the new Warehouse tile improvement (which adds production). This line of reasoning is now in the official game (though with mines).

Units

The scout can be upgraded to an Explorer and then to a Special Agent that can paradrop and ignore all obstacles, including borders.
Colonize the new world with Pioneers: a settler which is extra fast when embarked and can be promoted.
Medics can stack with military units, but at a high cost.
The Great Merchant's mission (or the Hanseatic League wonder) will create an Embassy in the city state, revealing the influence of all competitors (more detailed than what is now in G+K).
Mounted units are actually useful with either a bonus on the attack (knights/lancer) or against wounded units (light cavalry, swapped with lancer).


Religion
... gets a rather straightforward implementation in this mod. The Missionary is added as the first diplomatic unit (requires a monastery to build). Different cathedral-type buildings (cathedral, mosque, pagoda, step pyramid) are a long standing feature of BMF.

Compatibility
The following mods have been confirmed by thadian (many thanks!):
- Barbarians!
- Building Upgrades
- Food Economy
- Government Building Additions
- NACSM
- Palace Additions (though it conflicts with Echoes of Ages)
- Any new civilizations not included in this mod

The following are confirmed to be NOT compatible:
- Hulfgar's mod
- Echoes of Ages (earlier versions were compatible)
- Unofficial Patch and Vanilla Enhanced (though a number of improvements have made it over)
Credits (BMF)
ambrox62: the Parthenon, Petra splash, Colosseum Icon and Pergamon Altar effects
asioasioasio: the Burj Khalifa wonder
CFC, multiple people: settle AI
Gazebo: City State Diplomacy Mod (much edited)
MadSkunky: Explorer flag
lemmy101: the TechTreeEditor is pretty awesome
Morlark: tech tree pipe fixes in TechTree.lua
Pazyryk: code to save data
Pouakai & sukritact: Broadway, Leshan Giant Buddha, Empire State Building, Terracotta Army, Sagrada Familia and Grand Canal wonders (changed all effects)
SamBC: the GIMP icon template
Sneaks: Metéora, Registan, Itaipu Dam and Global Seed Vault icons & splash
Thalassicus: puppet state nerf from Vanilla Enhanced, invisible buildings, railyard, national wonder percentage requirements (partly), ranged promotion conversion
Valkrionn: used his workshop improvement as he already did most I wanted it to be!
This mod can be played standalone, or combined with additions Fill The Map and Play The World. Enjoy!

Moriboe
Nov 18, 2011, 10:08 AM
Part II: Fill The Map

I included 16 new civilizations in all: 4 not seen before in Civ5 (as far as I know), 5 non-DLC versions, 6 more which are adapted from ones out there (check Credits at the bottom of this post!), plus Congo by Cyon (with different UA). For many of these, changes were thorough and little more than the original city list and civilopedia entries may remain.
In addition 9 vanilla civs get additions or workovers, to give traits more uniqueness, fit the earth map better or just add flavor. Some civs have more than 2 UB/UU. I wanted to somehow "hide" effects of number 3 in the trait; but game constraints prevent this.

As bonus, a bunch of new City States are included as well.

Also included are 3 maps I edited to accommodate the new civs: of Europe (by Hrimfar), Africa (from Shiggs' earth) and the world (by smellymummy).

A sketchy overview (or open the image for an ingame look):

Africa
Carthage
Trait: Mercenary Army = convert land barbarians
UU: African War Elephant, replaces swordsman
UU: Numidian Mercenary, replaces horseman - requires no horse and cheaper to rushbuy
UB: Cothon, replaces harbor

Ethiopia
Trait: Solomonic Dynasty = extra culture building yields, combat bonus near landmark
UB: Stele, replaces monument - +1 engineer point
UB: Monolithic Church, replaces cathedral

Moors
Trait: Almoravid Jihad = Persia's vanilla trait
UU: Berber Cavalry, replaces knight
UB: Madrasa, replaces university

Nri-Igbo
Trait: Ikenga Cult = +1 food in all cities, -20% rushbuy costs before and -10% after economics
UU: Mburichi, replaces missionary
UB: Bronze Caster, replaces jeweler

Songhai
Trait: Isa Ber = +1 gold on tiles with 3+ gold, faster movement along rivers

Zulu
Trait: Ibutho Lempi = gains Golden Age points for the empire from each non-barbarian unit killed, melee units ignore terrain costs
UU: Impi, replaces spearman
UB: Ikhanda, replaces barracks
Americas
Mississippians
Trait: Chiefly Warfare Cult = units gain promotions 25% faster
UU: Eagle Dancer, replaces missionary - heals units
UB: Chunkey Yard, replaces circus
UB: Mound, replaces acropolis

Inca
Trait: Children of the Sun = -33% improvement maintenance, -20% army maintenance
UU: Slinger, replaces archer
UB: Megalith Quarry, replaces stone works
UB: Terraces, replaces qanat

America
Trait: extra half price Pioneers, which can found on the same continent
Asia/Oceania
Japan
UB: Dojo, replaces armory - culture from iron and horse

Korea
Trait: Scholars of the Jade Hall = pretty much the same as the DLC
UU: Hwacha, replaces trebuchet
UB: Seowon, replaces university - +15% production of diplomatic units

Mongolia
Trait: gains science for the empire from each city captured, all mounted units have +1 movement
UB: Örtöö, replaces stable - bonus gold

Polynesians
Trait: Masters of the Sea = embarked units gain +2 movement, +1 production from fishing boats, science buildings provide bonus on water instead of per population
UB: Maori Warrior, replaces warrior
UU: Moai, replaces monument - +1 production from atoll
UU: Multihulled Canoe, replaces work boat - can enter ocean from the start

Tibet
Trait: Roof of the World = fast hills movements, no improvement maintenance in hills, pasture +2 food
UU: Bhikkhu, replaces missionary - can construct the chorten tile improvement
UB: Buddhist Monastery, replaces monastery - requires mountain instead of resources
Europe
Austria
Trait: Habsburg Heritage = 25% extra GPP
UU: Grenadier, replaces rifleman - the unit graphics exist, would be a shame not to use it
UB: Concert Hall, replaces theatre

England
Trait:-33% maintenance for naval units, 50% sea barbarian conversion chance, double natural wonder yield

Germany
Trait = melee and gunpowder units gain +15% combat strength when attacking, +1 production from engineer specialists and +2 production from the manufactory tile improvement

Greece
UB: Gymnasium, replaces public baths - +1 scientist point, culture; doesn't require aqueduct
Companion Cavalry loses general spawn bonus.

Poland
Trait: Golden Liberty = -20% unhappiness from population
UU: Hussar, replaces light cavalry
UU: Uhlan, replaces lancer
UB: Stud Farm, replaces stable

Spain
Trait: Treasure Fleet = +10% gold in cities, double harbor bonus for gold, silver, gems, pearls and 5x natural wonder first finder award (being the same amount as the DLC)
UU: Conquistador, replaces explorer
UU: Tercio, replaces musketman

Vikings
Trait: Viking Raids = 3x pillage gold, no movement cost for pillage, embarked can defend
UU: Housecarl, replaces pikeman
UU: Great Navigator, replaces great merchant
UU: Berserker
Middle East
Khazaria
Trait: Pax Khazarica = +33% trade route gold in cities, +3 culture for annexed cities
UU: Tarkhan, replaces knight - faster general spawn rate
UB: Synagogue, replaces cathedral

Ottomans
Trait: Sublime Porte = capital gains +25% production when constructing buildings and +1 culture for every 2 citizens
UB: Hamam, replaces public baths
Sipahi deleted, promotion bonuses and graphics used elsewhere.

Persia
Trait = adopting new policies requires 10% less culture, puppet cities +1 happiness and +2 gold
UB: Caravanserai, replaces cloth hall - +1 merchant point, science
UB: Satrap's Court, replaces viceroy's court - runs a puppet state (automatically assigned)
CreditsHukkak:
- For Ethiopia, Korea, Spain and Zulu; I started from Hukkak's versions. They have been heavily edited
afterwards with new traits, buildings and art.
- Other civs for which I had no icon, I used one from Hukkak.
molnutz: base Carthaginian and Viking civilizations
Nefliqus: slinger graphics, Poland icon
Optik: base Inca civilization
zjb: base Polish civilization, including hussar graphics
Deliverator: housecarl, impi and conquistador musketman unit graphics
bernie14: Austrian grenadier graphics
D712 & TomPravetz: Austria idea and city list
Pouakai: Polynesian city list
Kael: battle fury trait

Part III: Play The World

The original map was made by Rhye for Civ4, initial processing for Civ5 was done by ecv. I further enhanced it. I made 2 versions, both on the same map:

Ancient: most similar to Terra Nostra; empty new world
Discovery: populated new world, old world civ selection more medieval-based

In addition each of these has a "quick combat" variant. I included the Maya and Mapuche by Optik in this pack.

The image below shows the vanilla civs and those from FTM:

Pouakai
Nov 18, 2011, 02:04 PM
Looking good, will keep an eye on this. Seems like this will end up being similar to Project Phoenix. Great minds think alike?

The Godjester
Nov 18, 2011, 03:17 PM
Glad to be seeing you modding again Moriboe! Loved Bmf, looking forward to playing your new one, small problem though: when i download and make civ install it, turns out an empty folder and nothing (of course) in the modding browser. An issue with my rig, or common issue?

Pouakai
Nov 18, 2011, 03:26 PM
Try re-downloading it, the download seems to be working fine for me ATM

The Godjester
Nov 18, 2011, 03:54 PM
Sorted it by unzipping the file with 7zip. Odd buggy thing though, i guess it has something to do with the mod browser decompressing utility? Anyway, off to play a game :)

Moriboe
Nov 20, 2011, 06:47 AM
Seems like this will end up being similar to Project Phoenix.Ow. Maybe I should have informed myself and joined. But this got into my head and once there, it can only get out again into a mod. I didn't expect this when I left months ago. Anyway, Project Phoenix will at the least stand out with great graphics :D

@The Godjester: Thanks for the compliment :) I hope you will enjoy this as well and look forward to (any) feedback!


I updated the second post a bit.

Pouakai
Nov 20, 2011, 11:49 AM
Nah, it's fine. You're incorperating the whole BMF and other things, I'm just using BMF as a framework. They will be different enough I reckon, this ought be pretty awesome. Do you want me to send you some previews of Project Phoenix, since you're essentially an author?

Moriboe
Nov 20, 2011, 04:23 PM
Sure, I'm pretty curious now :)


P.S. Half of the civs are in a polished state at the moment.

CivOasis
Nov 20, 2011, 05:32 PM
Looks interesting. When can we expect the first version?

Moriboe
Nov 21, 2011, 04:02 PM
At the current rate, part II (civs) will be done the coming weekend. The basic map the weekend after that I think, because I will be getting a real job.

Attached is a little preview.

Pouakai
Nov 21, 2011, 04:11 PM
S'up B? Really?

THE ONLY
Nov 21, 2011, 04:36 PM
Loooooooooooool,rofl,lmao... O-kay you did go somewhat far with that staement. Shiezer.

Moriboe
Nov 21, 2011, 04:46 PM
C'mon just look at him, you can practically hear him say it!

It's a bit lame, but so was Caesar's salad joke in Civ4 and that cracked me up :)

Moriboe
Nov 23, 2011, 04:13 AM
Part II is in alpha, meaning I just have to add more text, and I'll be checking them all for correct functioning.

I updated posts 1 & 2 with images of the complete tech tree and the civilization selection screen(s) respectively. You may recognize some art; credits will be added shortly.

eazyseeker
Nov 23, 2011, 07:18 AM
So.. a definitive 'no' regarding my proposal?

Great stuff anyways :goodjob:

Moriboe
Nov 23, 2011, 07:28 AM
No, definitely not a definite "no"! Probably a "yes" even, just organizing the interior of my head first. And working hard on this of course.

Moriboe
Nov 25, 2011, 07:37 AM
Done, including the map. Download links in posts #1-3. It is recommended to reinstall part 1 as well if you already installed it before now.

Eagerly awaiting feedback! :help:

eazyseeker
Nov 25, 2011, 10:03 AM
It doesn't really work.. more or less fails to reconize the mods as installed after installing. Also generates empty folders.

I was wondering, until that issue is fixed, could you upload the maps in a non-mod version? I'd love to take a look at them. How different are they from Terra Nostra, resource-wise?

Moriboe
Nov 25, 2011, 10:38 AM
Damn. A manual install should work then, but I just uploaded all 3 in one zip for ease (see OP).

Attached were the map variants. It's not non-mod, but that doesn't matter much. Non-recognized civs/CS just get replaced with a random one I believe. You should be able to view them normally.

Its pretty much the same as Terra Nostra, apart from some regions that hold the new civs. Mostly more atolls and some fish for Polynesia, and less mountains/more space for Inca and Tibet. And more CS in Oceania to prevent Polynesia from dominating (just a guess).

CivOasis
Nov 25, 2011, 10:48 AM
You might want to remove the Oceania CSs, Poly is notably poor at expanding in TSL games.

Moriboe
Nov 27, 2011, 08:38 AM
After much searching why I experienced peculiar crashes on the earth maps I found the culprit: <EmbarkedToLandFlatCost>true</EmbarkedToLandFlatCost>. The other XML entries added for DLCs work just fine, except this one. I guess if you have the Viking Destiny DLC it will work, but without the game crashes at some point if the Vikings are on the map.
Is there anyone that can confirm this behavior with(out) owning the DLC?

You might want to remove the Oceania CSs, Poly is notably poor at expanding in TSL games.Thanks for the tip. There is still more than enough room to expand though. It's mostly a measure against the human. Also the CS may add more options to an otherwise quite boring start. I will work on the region a bit further.

Moriboe
Nov 28, 2011, 03:59 PM
As apparently this mod is on the front page, it's time to upload a version that doesn't crash for DLC-non-owners.

I further improved the map by creating more(,) interesting city spot choices, including for some start situations. On eazyseeker's advice I added more resources, especially food, especially fish. As the Polynesia start was a tad boring I included the multihulled canoe as new unique. The vikings (can) get a great navigator: go find those skraelings!

Moriboe
Nov 29, 2011, 02:46 PM
Q: Why are you and the top dogs drowning in gold at endgame?
A: It's the trade routes, stupid.

Excluding buildings, you get more gold for your connected pop than science. And it's free! The lunch must not be free! So I taketh the nerf stick...

Problem: breakeven comes way too late.
Solution: increase base gold.

Oops, that's what we had in the ICS days! So, is ICS sufficiently marginalized now to restore to a non-self-inflating economy?
In exact terms I (old => new):

base :c5gold:: -1 => +1
:c5gold: / :c5citizen:: 1,1 => 0.5
:c5gold: / :c5capital: :c5citizen:: 0.15 => 0.05

Suppose 10 :c5citizen: :c5capital: (for ease). Breakeven occurs for just 1 :c5citizen: if you need 2 roads. For each extra road, you need 2 more :c5citizen:. Sounds like ICS heaven? Consider this:

:c5gold: per population (new/old):
5 :c5citizen:: 4 :c5gold: / 6 :c5gold:
17 :c5citizen:: 10 :c5gold: / 19 :c5gold:
27 :c5citizen:: 15 :c5gold: / 30 :c5gold: (for just one city! albeit a large one)

Any thoughts? In any case, it's in beta 3.

Moriboe
Dec 03, 2011, 08:46 AM
New in beta 4 (http://www.mediafire.com/?3zj5r1dtd70knrx):
Improved Piety tree, somewhat changed Freedom tree. Constitution now grants a 15% production bonus when constructing pre-renaissance buildings. The tree still has about equal synergy with Piety as before.
Offices: like the Central Station (included) from CiVUP: a "free" building you can purchase (for 1 gold) in the capital immediately after researching a tech. Others are the Forestry Office (+1 :c5production: on jungle tiles; mind that jungle has 1 less :c5food: in this mod) and the Tourism Office (+6 :c5gold: on natural wonders). The latter replaces the National Park from earlier versions, which had several issues:
the AI can't know where to build it, as there is no feature constraint for buildings
thus I had to add other boni just for the AI (so it wouldn't be wasting resources)
it was the only national wonder without building prerequisites



Finally a little debugging tale cut short (proza helps against code fatigue):

After a dreaded crash with nothing showing in logs I knew I was in for some fun hours trying to figure out the cause. First clue is the time frame: some addition from the late medieval times was the culprit. So I go over the code for civilization uniques I added; nothing suspicious. The last confirmed activity is from Gandhi, so all players before him in the rotation get off the hook. I look into the other civs ingame: the Vikings are about to get a great merchant, which is replaced by the great navigator. I disable it; stays the same.
Thus I enable all possible logs in config.ini. Last activities in it are Moor or Viking. So the Vikings are guilty after all. One of the logs shows they just took Reformation, which now grants 2 free Missionaries. Then I remember I removed them for the Vikings to make room for the Berserker. A genuine moment you don't know if it's "ahaa" or "DOH".

I'd say the chances for beta 4 being bug-free are pretty good now ;)
edit: starting from... NOW :mischief: (apologies to the 3 downloaders just before)

thadian
Dec 05, 2011, 04:24 PM
I got it to work and here is some feedback.

This mod works with the following mods. I have used and tested it, and i always play with these mods, in fact if a mod can't use palace additions, i might not be able to use that mod...

Building Upgrades
Palace Additions
ALL CIV PACKS (your carthage conflicts with ancient med civ carthage, same with your maya and maupache conflicting with the ANAC maya and maupache.
Echoes of Ages - There is a conflict with the technologies "Clergy" and "Ceremonial Burial". In the tech tree, your tech is on top and Ceremonial Burial is invisible. That said, i can research ceremonial burial all the same and enjoy it, i just can't research this tech from the tech tree.

Your mod hates Hulfgars mod. Your old mod liked it and worked ok with it. I have not tested it with darkhour reality yet.




DLC:

Your mod does not like DLC. Mongolia seems to work but the rest of my DLC, just gives the Firaxis versions, all vanilla. For example, Spain has "Seven Cities of Gold" and not "Treasure Fleets".
Atahualpa is a bad idea of an inca leader. Don't use the inept who reigned in the collapse of his own people to the spanish crown. That said, i can choose Either inca of pacachuti or of atahualpa and they act as 2 different civ's.

ALL the civs who mime the DLC civ's use the DLC Civ art, traits, unit - only inca is different. Polynesia units vanish when they embark and become canoes (in strat view, in normal view they remain canoes even when they come back on land).


I am still working on earth maps, so far i have...

1,000 BC
1,000 AD
Old World
New World

Each version will specialize on which regions of the world are empty and flooded with what. The main differences in your map and mine are as follows:

I enlarged europe, specific Spain, Greece, Italy and Britan. I added another british isle and expanded japan. expanded Anatolia. Reduced Africa. (shrunk NW africa cape and africa central) and shrunk south america by snipping off patagonia, expanded the andes region, reduced the pacifica and caribiean.

america: made the east coast "taller" and california thinner while elaborating the rockies and arizona/colorado area. made mexico and latin america a little bit bigger, moved florida over one hex to expand the east seaboard, made east board one hex taller in canada AND in northern states (illinois/inidana/ohio region).


Once i get it finished, my map pack will have a version for your mod (even though its redundant), one for NIGHTS and then i can focus on other mods that need a good earth map.

I have played a lot with size and scaling and for those who want to ursurp me and make better earths - the "waste" occurs in the ocean not the land, aisa, specific sibir region too big east-west, china needs 2 more hexes east, japan needs moved east and elaborated (which i did in my earth map.

edit - in pacifica, a lot of coast for triremes the opposite of atlantic. pacific islands no matter how you cut the cookie will be isolated and anti-social, polynesia either settles west usa seaboard, australia, alaska, south africa and i fixed it by putting polynesia in Papua and moving Papua to West new guina. this allows kamehameha to meet and socialize with asian leaders which seems to cause him to settle pacifica. otherwise he will just play as though he didn't have any opponents. imagine your kid brother with all the AI bonuses but he is alone in the islands and doesn't know that he is in a game with other people so he just builds some units and cities and when he realizes he has neighbors he freaks out, realizes how far behind he is, decides to play for fun and 30 turns later he has 3 cities and no playable statistics.

BUT in guina, he seems to confine himself to indonesia region, and settle pacifica which is fine. when it was 3x city placement you needed polynesia for japan and siam. if kamahameha goes in hawaii, he just settles like one settlement then california. then he either becomes the god of america or he does as above.

For the most part, my earth map was redesigned to make room for 3x city placement but since you fixed it back to 2x, my world works better than ever!

my only civ problem is france will make 2 cities, culture them out all the way and 300 turns later they never saw the need to build another city. so either france needs a slowdown on its cpt or it needs to build more cities within its borders.

Moriboe
Dec 06, 2011, 05:09 PM
Wow, that's some treasure of info, many thanks :)

Conflicting civs were to be expected. Duplicate civs can be removed from the modpack of choice; they are at least all modular in mine. The Maya and Mapuche I took from ANAC and put in the "Earth" component, so they are only activated when you want to play the included maps.
The DLC behaviour is interesting. I guess if one removes the free versions from my mod, the DLC versions will take over on the map; convenient! The Inca I tried to prevent conflict with ANAC (used most of it to make my version) and changed the tags, which explains why it doesn't overlap with DLC Inca. Not sure that's a good thing, it means someone with Inca DLC has to edit the map to use it. I think I'll revert to the ANAC tags, so whichever mod is installed/loaded first will "win" to get its features applied. (And I'll change the leader.)


I'm always surprised there is compatibility with full fledged modpacks at all! It's not something I'm keen to ensure, as mods keep changing. Though most problems are lua-related, so I put all stuff using lua in separate folders that can be safely disabled/removed with little side effects, for people that don't want to give up their favorite mods. These are NACSM, CultureFromPop and a bit of Thal's in the "Addons" folder.


A map pack for this mod would be nice! :) Not redundant, the map is only 1/3 of the mod components (and it can be disabled); I put more work in the other features and new civs.
I had done some of the enlargements you suggest, though no doubt not as thoroughly. E.g., the case for China sounds very true. Before it founded its second city in the dead center, making it impossible to found more cities 3 tiles around because of the limited land mass. Unfortunately the minimum distance of 2 tiles doesn't solve much. The AI seldom settles at that distance (from its own cities), usually preferring 3 tiles. They do found close to competitors though, so in the case of China, Tibet and/or Mongolia will sweep in and fill the places China won't. Of course leading to war because they are so close :sad: So I doctored the start to make China found a little more east or west, fixing the problem :mischief:

Interesting what you say about Polynesia. I gave them a workboat replacement (available from the start) with scout AI that can enter ocean (my version doesn't have this ability for other units) and, after reading your post, doubled their naval exploration flavor. I'll see what it does. I'd prefer to keep Papua a not very accessible place.

For me the problem with France is that they expand too quickly, taking up the place of the other Euros :crazyeye: I had that problem with Japan though, but now I ramped up their expansion value way higher than any other civ. A modest increase did nothing, but now it seems to work.


Thanks again! :)

Pouakai
Dec 06, 2011, 06:01 PM
Hey Moriboe, feel free to continue BMF if you want, my version is very different.

Moriboe
Dec 07, 2011, 05:18 AM
In a way I have; if you activate only the first part you get an extended BMF. I don't know yet the best way to market this package. I probably will not be able to upload it as one to the mod browser (35mb!).

thadian
Dec 10, 2011, 04:10 PM
I lied - Echoes of Ages and Palace additions do not work together.

Government Building Additions
Building Upgrades
Food Economy
Palace Additions

all work together just fine but Echoes of Ages conflicts with Palace Additions. I am amazed at the depth of how modular this mod is, and i hope it is a tradition that takes over as many civ 5 mods as possible. remember civ4 days? imagine a modular Rhyse and Fall mechanic, Armageddon Counter or Heroes and Explorable Lairs?

Maybe you should look at some of these mods and just incorporate what you feel is viable. i personally like your versions better so its a pain that the others arent modular.

Moriboe
Dec 11, 2011, 02:47 PM
The final "beta" release has arrived (http://www.mediafire.com/?703x9ca8dajxgw9). Not much changes compared to the previous version, but I feel this is the one. Thanks to eazyseeker and thadian for their thoughts :goodjob:

I will wait for the patch to (try) upload to the mod browser. Maybe I'll release some of the included civs standalone for promotion. Perhaps I'll take it to 2k forums too :mischief:

Maybe you should look at some of these mods and just incorporate what you feel is viable.I did - I don't feel they fit into my vision for this mod, so I'm gonna leave them out. You must be some building addict :D

Ezlazeme
Dec 11, 2011, 04:37 PM
says file deleted.

Moriboe
Dec 12, 2011, 04:35 AM
Sorry for that - I replaced it just hours after putting it up after noticing a problem with the Khazar palace (why does this always occur just after giving it the green light?).

I verified again, the download should be OK now. Thanks for your interest :)

Ezlazeme
Dec 12, 2011, 09:58 AM
Cool....Ty

malcolm01234
Dec 13, 2011, 05:04 PM
This mod looks great, and is probably my fave mod so far (at least out of ones that won't destroy my computer). My one complaint is the Tibetan icon, it doesn't really fit them.

Besides that, great work!

Moriboe
Dec 14, 2011, 01:37 AM
Thank you! If there is anything else, don't hesitate to tell :)

The Tibetan icon may fit better than you think though. I took it from Hukkak's and there it may represent a ship's rudder. But I picked it to represent the Dharmacakra (http://en.wikipedia.org/wiki/Dharmacakra).

thadian
Dec 14, 2011, 09:55 AM
Is it just me or are earth maps dead?

Your map wont load in world builder or normal, and all of my own maps i was going to upload today are DEAD. they are like broken files that crash the game when i try to load them, there was a moment around the time that Terra Nostra was discontinued that civ made a patch that killed earth maps.

Did i do something stupid i can undo or what? i will try to check around for answers.

You have already said your mod WILL conflict with some mods, and i posted some that it works well with. It works well with barbarians! as well. I can't get it to work with civUP or VEM but i will live. ive underscored every folder in both mods in every combo, it just doesn't work.

This mod is slowly becoming a favorite of mine and i will continue to post feedback when i can.

Moriboe
Dec 14, 2011, 11:54 AM
No map problems here... Good luck fixing it!

VEM is hopeless, but CiVUP shouldn't be so hard; I thought underscoring the "addons" folder would be enough (as in: only few, non-critical thing break). I will look into it.

Your feedback is much appreciated :)

Moriboe
Dec 20, 2011, 03:36 PM
Ok so I lied about being finished. There's a solid new version (http://www.mediafire.com/?9qs0a73t2y088lk) available. Here's some important changes:

Full compatibility with CiVUP, including percentage-based national wonder requirements.
New Cartography tech; to get harbors earlier and increase the minimum distance to the middle ages.
Telegraph requires Replaceable Parts: no more mech infantry before regular infantry.
Culture options are better laid out in the modern age.
New wonder effect: conditional free culture (look here (http://forums.civfanatics.com/showthread.php?p=11135915#post11135915)).
Included ISS wonder by RoyalAconite (with changed effect).
Included 4 wonders by Pouakai and sukritact, though with changed effects.
New art for 4 wonders by Sneaks (thanks!).
Some new icons by myself, to replace the least good looking.
Probably more.


For the CiVUP compatibility please follow the instructions in the readme file included in the zip. I included the results of thadian's compatibility tests in the same file and in the OP (thanks again!).
I will launch this mod officially on the mod browser before Christmas; any feedback is very welcome!

Moriboe
Dec 21, 2011, 09:50 AM
Hm playtesting reveals CiVUP isn't fully compatible after all. When enabling quick combat through the CiVUP settings the city screen and tech tree are messed up. When forcing quick combat on, bypassing the CiVUP settings, the unit upgrade button doesn't work. Things you don't expect to break without some error showing up somewhere (checked for that before uploading). I'll have a look.

Moriboe
Dec 21, 2011, 01:37 PM
Apparently the upgrading bug is a CiVUP issue; not a compatibility problem. I confirmed it to Thal. So do and don'ts:

The upgrade button doesn't work. Press 'U' instead with the unit selected.
Don't change CiVUP's quick combat setting (in the sql file); it screws up the tech tree and city screen.
The quick combat versions of the earth map do not have above problem.

Happy gaming!

Moriboe
Dec 23, 2011, 04:30 PM
Get version 1 HERE (http://www.mediafire.com/download.php?9wkuptwba224bat). Not much new in the last couple of days. Only major addition is the Slinger unit for the Inca, as graphics for one have just been imported by Nefliqus. It can withdraw from combat, just like its DLC counterpart.

Next I'm considering changes to make the AI more competitive and make victories more interesting.
For the former I think to have the puppet science nerf (as in VEM) not apply to AI players, so (at least) the aggressive ones have better technology levels. And when that happens, maybe I can ramp up the space flavors for the domination grand strategy because really, they will never get domination anyway. Still have to check that with reality.
For the latter I want pacifist civs to have a better shot at diplomatic (have something simple in mind) and culture to be more like civ4; i.e., focus on 3 cities instead of making one super-culture city, with the others just satellites.
Finally I was thinking to reduce wonder hogging by adding a slight wonder construction penalty per wonder in the city, and add a modest number-of-city cost increase so small civs still have a good shot.

Sneaks
Dec 24, 2011, 11:59 AM
Played my first game last night is Suleiman for a CV. It was more difficult than vanilla certainly. Barely got a cultural victory before Mississippi crushed me. Had 4 artillery and MIs at the city gates. The two AI civs that REXed a ton early ended up being the runaways on the respective continents.

One thing that bugged me was the limit on national wonders per city. I had no idea this was in place and since I was playing the second half of the game as OCC thanks to losing a couple to an invasion, it drove me crazy that I could not build the Hermitage and also could not destroy another national wonder to allow me to do so.

tithin
Dec 25, 2011, 12:39 AM
Played a round of this as Nebuchadnezzar. Wasn't bad, tons of barbs in the early game (a recurring theme of mine) but what wasn't expected was the game hard crashing after I allied with a productive city state, and tried to take a screenshot. Now every time I try to load the map, the game hard crashes with a runtime error, then a "civ v has stopped responding error."

As an aside, productive city state allies do not describe their bonuses in the "you have allied with <x> city state" blurb.

Moriboe
Dec 25, 2011, 04:54 AM
@Sneaks: at least it sounds like an exciting endgame ;) Respect for not going into Firetuner and deleting a national wonder, I probably would have done that. Just a remark: with the OCC box checked the 5 NW limit does not apply, which of course was no help in your situation.
I can see how this information is easily missed; I will improve the info for the next version. Maybe make a little website. I think I will have a "reduce wonder hogging" option that is off by default, so you will have to manually enable it and read the implications.

In the future I want to add a little script that grants a free policy if a city becomes "legendary" and make some (national) wonders mutually exclusive to make things more interesting.


@tithin: if you have not restarted your game, can you post/send me the contents of Database.log and Lua.log in your Logs folder? They might hold a clue. I can't look at a savegame as I don't own the Babylon DLC. Also which other mods did you have running? And did any of the AI players successfully ally a productive city state before?

As for continuing your game I can only suggest to load an earlier autosave and try to prevent allying them (might be hard if quest rewarded). If the crash also occurs with earlier saves you might try clearing your cache.

The lack of description is going to stay I'm afraid. In fact that module I didn't create and changing it is not high on my priority list. I will have a look at Iceco's thread of the original version to see if a similar problem has popped up there.


Thank you for your reports and :xmassign:

Sneaks
Dec 25, 2011, 10:51 AM
Hmm that does remind me that one of the CSs showed up in the game as "City". O named one. Also the description tags were all messed up in the Diplo Overview dropdown for the city states.

Moriboe
Dec 25, 2011, 02:46 PM
The naming issue is a result of having "UU: Earth" active on a random map (causes duplicate city names), and one of the reasons I split the mod in parts. I recommend only activating the third part when actually playing the earth map. So I'll have to make this clear somehow too ;)
Non-fitting descriptions in that part of the UI is the same situation as in Iceco's NASCM mod (I just copied that part). Judging from your and earlier comments I'd better not take these issues for granted; maybe I'll make the new types optional while at it. Apart from mentioned issues some people also just don't like them.
Great info :)

thadian
Dec 25, 2011, 03:16 PM
Moriboe - I, a non-modder beg to imply that you are wrong. I use all 3 parts with random scripts because my game still wont let me use earth maps.

i have conflicts at times for one reason and one reason only - sometimes, a civ will be in the game that has a city with the same name (or some other exact identity factor?) and the city state usually is renamed. Also, at times, 2 civs with conflicting names might appear when using this with some modpacks, leaving you with a bunch of "city x". I think a fix would be a piece of xml telling the civ (because it settles first?) to check for city states with name conflicts and use the next city in line instead.

and there is a chance that me and tithin have the same prob, my laptop stupidly has the printscreen button next to the delete button, so i hit once and it might have crashed but it is hypothetical.

tithin
Dec 25, 2011, 10:28 PM
@tithin: if you have not restarted your game, can you post/send me the contents of Database.log and Lua.log in your Logs folder? They might hold a clue. I can't look at a savegame as I don't own the Babylon DLC.

database.log

[427888.484] constraint failed
[427888.484] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[427893.859] Validating Foreign Key Constraints...
[427893.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[427893.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[427893.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[427894.781] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
[427894.781] Failed Validation.
[427895.140]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 289736 2405056
PageCache: 3747 3962
LookAside: 45 1878
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 0 0
Scratch: 0 0

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 6256

Prepared Statements:
Current: 5
------------------------------


lua.log


[427885.484] Initializing Lua 5.1.4


Also which other mods did you have running? And did any of the AI players successfully ally a productive city state before?

Only other mod was CivWillard. Given that it's meant to display information regarding city states the conflict MAY lie there.

I can't answer about the AI and other city states, as I did not encounter any other civs in 80 turns.

As for continuing your game I can only suggest to load an earlier autosave and try to prevent allying them (might be hard if quest rewarded). If the crash also occurs with earlier saves you might try clearing your cache.


Haven't tried any earlier save, too much effort to really narrow down the cause.

The lack of description is going to stay I'm afraid. In fact that module I didn't create and changing it is not high on my priority list. I will have a look at Iceco's thread of the original version to see if a similar problem has popped up there.

If I may suggest, if you're intending on using the module without debugging / making it compatible you're likely to face a lot of issues / hear about a lot of issues further down the track.

Obviously the featureset of the module appeals to you and your mods vision, so I'd suggest making sure that it can do what you need it to do. Clearly this may be further down the track for you, but you've put it in there for a reason.

Thank you for your reports and :xmassign:

And to you and yours.

Sneaks
Dec 25, 2011, 11:00 PM
Hmm, looks like a problem could be that UU seems to require DLCs.

tithin
Dec 25, 2011, 11:23 PM
Hmm, looks like a problem could be that UU seems to require DLCs.

I have all of the DLCs.

Moriboe
Dec 28, 2011, 03:24 PM
I'm afraid I still have no idea. I tried CivWillard, allied a productive city state; nothing bad happened, nor showed up in the logs. The "Invalid ..." indeed seem to relate to the DLCs, of which I have none.

On NACSM: it's not really a matter of compatibility. Apart from the crash (that might or might not be related to it) all issues described are also found in NACSM itself. But I agree I would do better to fix these things in the long run.

I will get a new version out before new year. For now it's mostly just fixes, options and improved info. The wonder penalties are also in place (as an option) and I like them.

DonQuiche
Dec 28, 2011, 03:44 PM
Hello, I noticed a minor inconsistency in your techs while debugging a conflict with my own mod : "particles physics" has "computer sciences" and "superconductors" as prerequisites but "superconductors" already has "computer sciences" as a prerequisite. So you could remove "computer sciences" from the list of prerequisites for "particles physics".

This problem causes my own mod to detect the tree layout as non-standard and use a fallback display instead. Nothing big but, well, I thought you would like to know. :)

Moriboe
Dec 28, 2011, 04:14 PM
Nothing big but, well, I thought you would like to know. :)
Yes I would, thanks! But... Particle Physics does not have Computers as a prerequisite in my mod; I did a full search of the project and checked ingame :confused: As you said "computer sciences", maybe it's another mod you meant? I have just "computers" in mine.

DonQuiche
Dec 28, 2011, 04:32 PM
Erf, sorry, it's my mistake. I just double-checked things and it seems like I imagined that prerequisite. Wow, I didn't take drugs since years now, maybe I should start again. :confused:

Anyway, I guess the problem with my mod comes from the fact your tech connexions branch after the starting tech rather than before the target tech, contrary to what the original game does. Not sure.

Moriboe
Dec 30, 2011, 07:35 AM
New version is up. What's (also) new:
- Scripture tech (req Clergy): holds Missionary, Monastery and Apostolic Palace. First to discovered gets a free Missionary.
- Apostolic Palace (world wonder): requires you to be allied to at least as many CSs as you have cities. Boosts production in various ways. Obsoletes at Mass Media.
- Grand Piazza (national wonder): adapted from Gazebo. Requires to be at least friends with all CSs still alive.
- Foreign Office (office): requires you to hold no conquered cities. Can continue to build envoys past their obsolete tech.

This should make for some more interesting approaches to diplomatic victories. Bribes have been nerfed, but you can still just buy your victory if super rich. I particularly like the Apostolic Palace. All these options to gain influence with CSs suddenly become very attractive, even the conquest quest. Has some nice synergies to discover as well!

The game I rolled to test this is a very interesting one, so I'll post the save, should anyone be interested. It's immortal, quick combat, with just UU: Base and UU: Civs activated, all UU options set to 1.

Ahhuatl
Dec 30, 2011, 01:40 PM
Any chance we will get a standalone civ pack?

Moriboe
Dec 30, 2011, 02:32 PM
Yes, big chance. But not anytime soon. For now you have to take the package ;)

Regul
Dec 30, 2011, 03:55 PM
Hi,

well, a pretty good mod u did for us all. Thank's for!
Tested now v.1 and v.2 both playable and i enjoyed it several hours. :goodjob:

Unfortunalty i get a strange error when trying to load a saved game.

Here the pic of the error occuring:

http://s7.directupload.net/images/111230/temp/cnx4g6q8.jpg (http://s7.directupload.net/file/d/2754/cnx4g6q8_jpg.htm)

Civ V crashes completely while in loading duty. It doesn't help to try a auto savegame...
Having all 3 parts activated and playing with UO Ancient map.
This error didn't occure on any other savegame nor on any other mod so far.
Played with the Kongo lady...but tried one with Ceasar too...same problem.

Any idea how to solve this problem? Otherwise the mod isn't playable for me... :sad:

At least....happy new year's eve!

Moriboe
Dec 30, 2011, 04:51 PM
The error looks generic, can't make much out of that. Did you try to load a v1 save game in v2 by chance? The only times I remember getting a crash on loading a game is if a mod is not loaded, or a wrong version. Otherwise there is a slight possibility something shows in Database.log; if you send/post it I can have a look.

Regul
Dec 30, 2011, 06:45 PM
Hey cool, thx the fast answer!

Here is the log: http://uploaded.to/file/v8r60vcl

Yes, played Kongo v.1, loading failed. Then load with v.2 failed. After that tried Rome in v.2 loading failed.

Only thing i could imagine is that it wouldn't run with another mod...ill give a try with UO pure and send report.

Keep goin and thx a lot!

Nefliqus
Dec 31, 2011, 04:19 AM
I think that u have linked wrong file in Download section.

Moriboe
Dec 31, 2011, 04:36 AM
@Regul: nothing related in the log I'm afraid. What you can try is open the save with notepad (or similar) and check the first line. There the mods that are loaded for the save are listed between the map and player color. Make sure you go through the "mods" menu and activate just those before loading. Probably those will match the ones already activated though. Good luck!

@Nefliqus: The downloads database has a 10 MB size limit, so I put the package with all info there (the same I put on the mod browser). You "need" that package so you can click "I like this" :mischief:

Nefliqus
Dec 31, 2011, 07:59 AM
@Nefliqus: The downloads database has a 10 MB size limit, so I put the package with all info there (the same I put on the mod browser). You "need" that package so you can click "I like this" :mischief:

You can link file from outside source as I did with MPmod.
PS
Great job.

Moriboe
Dec 31, 2011, 08:10 AM
Did so now. Thanks!

Regul
Dec 31, 2011, 10:22 AM
@Moriboe

Well, after de-selecting some city-state add-ons it managed to load savegames for the scenario. Seems one or two of them are incompatible for UO. :rolleyes:

InfoAddict is running quite well, same mapscripts (PerfectWorld3, Tectonics...).

Thx a lot for your assistance and for one of the best mods for Civ V! :thumbsup:

Moriboe
Jan 04, 2012, 09:45 AM
I uploaded v3. Will play around with it a bit before making it final.

New are Great Works (http://forums.civfanatics.com/showthread.php?t=450598) and Legendary Cities. A city becomes legendary upon hitting lvl 125 (at ~40k culture) and receives a Great Artist as reward (a policy seemed too powerful). A notification will pop up for your and rival cities going Legendary. It will show the city name if you hover over it, a click brings you to the city location (if it is revealed to you). For the following screenshots I put the level requirement at 1 just to show.

http://forums.civfanatics.com/attachment.php?attachmentid=310626&stc=1&d=1325691778

http://forums.civfanatics.com/attachment.php?attachmentid=310627&stc=1&d=1325691805

http://forums.civfanatics.com/attachment.php?attachmentid=310628&stc=1&d=1325691805

Moriboe
Jan 05, 2012, 11:44 AM
It's on the mod browser. In the end a legendary city does grant a free policy instead of an artist; it's hard enough to get. In my test game no-one did.

thadian
Jan 05, 2012, 02:42 PM
nice feature idea. playing now.

thadian
Jan 05, 2012, 08:07 PM
i did get a legendary city, and it reminds me of being in RFC for BTS and you get your first triumphial arch for meeting 2 of 3 UHV's. it just feels great but the only way to get it is to build a few wonders and target it. its no harder than targeting patronage or targeting big ben. you have to hit a few marks on builds and early culture (monument first does me well) and it is on the way. maybe there could be a few "city of legend" types for science, hammers, happiness etc.? it feels like i turned my city into a real city like in the older civ's when you deco your throne room in your ugly cave but that next click turns the grassy ground into a beautiful floor and before you know it you feel like a king with a beautiful throne room and palace.

Moriboe
Jan 06, 2012, 04:47 AM
Wonderful, I'm glad you found it rewarding :D
Hope you don't mind if I ask for more feedback :) At what point in the tech tree did you get it? Do you think that with different planning (and maybe more game time) it would be possible to get two (or even three) legendary cities? And if you went for a culture victory: when did you achieve that?

More legendary city types could certainly work, but are not as needed I think. City specialization yields its own rewards. The legendary (culture) cities are specifically to add another step stone on the path towards the culture victory (but can of course be achieved in any strategy).

thadian
Jan 06, 2012, 01:54 PM
well, i played on emperor (i lost in the end to invasion but it was totally deserved). I used Polynesia and went straight for stonehenge which i got and pyramids which i did not (did it for the gold) and bought 5 scouts over the first 30 turns. the AI strangely didn't declare on me and i allied with a cultural religous state, still with one city. over time i built many wonders and bought many buildings until i finally obtained everything pre-ren that has building req's such as heroic epic and national treasury. i chose lib all the way for my first settler finish and my free settler to come out at the same time and i settled them at the same time, and with 5 scouts the AI still did not declare war.

Finally, my capital was legendary and when i took patronage opening after completing liberty tree - i got dogpiled and that was my end. with a proper strategy aimed at anything other than getting a city - maybe if i played to win for instance, i would have gone monument first as i did. that monument + free settler made a big difference.

it would be easy to get 3 cities due to all the cultural wonders the AI doesn't pursue that well. it focused on military ones which i ignore. 2 spearman + 3 archers can buy you plenty of time to build happiness and cultural wonders like circus maximus. like a cultural victory your bound to get them to happen but a 4th or 5th would require a lot of mid-late game sandbagging after already establishing the ability to win in other ways.

i would say legendary cities - should perhaps be used or thought of as signposts to a cultural victory. it is attrition at its best :)

Moriboe
Jan 06, 2012, 04:43 PM
Perfect! Planning for 2 or 3 makes for an additional strategic consideration :)
Thanks for the thorough report!

thadian
Jan 06, 2012, 09:51 PM
tommorrow i will play a game intending to get 3 legendary cities and actually win - my only concern is the third city.

it would be easy to manipulate the cultural growth of the third city at this point in a normal game, and one could time out its growth - maybe a system of diminishing returns to make each city after the first harder would work. i would almost rather see an endgame state with 5-8 legendary cities across the board with 2 or so under one persons control. no form of wonder-hoarding should contribute to legendary cities as per my argument. therefore, culture from wonders should NOT count toward legendary city growth. perhaps a city should become legendary based on 4 factors: how much happiness it contributes your empire, how much culture it contributes your empire, how much gold and how much production it contributes.

after all, any common giant metropolis can carry 1 or 2 of these factors, but a city of legend for it's age should be at least great in 3 of the 4.

if cities were legendary by bonus type (legendary happy city, legendary culture city, legendary production city) then each one could be like a world wonder - and if a city became more legendary, a static benefit would be moved over to the new legendary culture city. (Madrid has surpassed Tenochtitlan!) but i won't delve too far into it. what an awesome concept.

Moriboe
Jan 07, 2012, 04:07 PM
You know it sounds a lot like Moaf's Cultural Capitals when put that way :) In fact back then I suggested something along similar lines in his topic: to have different kinds, not just "cultural" capitals. It would be something new though, not aimed at a particular strategy (and maybe too dependent on location).

it would be easy to manipulate the cultural growth of the third city at this point in a normal game, and one could time out its growth
No and yes. I just observed that a city cannot grow more than one level per turn, even when producing much more culture (I hereby declare this an intended feature). The overflow is kept, but it just keeps on accumulating. So you can't get a city to legendary quickly. But it is very predictable when it will achieve the status.

maybe a system of diminishing returns to make each city after the first harder would work.
As the speed of going legendary is capped, the cities after the first will achieve it later without special rules. It also serves as an equalizer: there will be foreign cities slowly getting there. Though the latter is just speculation; I haven't seen a foreign one, but my games didn't reach 1950 (I quit when victory is assured).

no form of wonder-hoarding should contribute to legendary cities as per my argument. therefore, culture from wonders should NOT count toward legendary city growth.
Wonders are what make great cities unique, I think it would feel kinda unrewarding not to have them count. I remember people complaining when the game came out about wonders just generating a single culture point. There IS a system to counter the wonder madness, albeit a gentle one and turned off by default. I called it "REDUCE_WONDER_HOGGING" and, among others, it adds a -3% :c5production: modifier to all wonders for building future ones in that city. In my last game my capital was at -24% at turn 175! (That's deserved for having a too good starting location.)

Madrid has surpassed Tenochtitlan!
That would be pretty cool, and certainly doable. It would require (dynamic) data structures to keep track of all cities' progress on various fronts, whereas now the culture level is a single (available) value I consult. I took the easy way and I think for now that's how it will stay ;)

I have tried the same today by the way: get three legendary cities. My game went smoothly (some luck no doubt) and barely missed a wonder I aimed for. After my third city became legendary I had only 6 turns left to go to complete the final branch. At this point I was about 1/3 into the modern age, so there were still cultural goodies to come. As all went perfect for me, this means it doesn't need to in order to have a shot at the cultural victory (but it does require dedication!); I'm very happy with how it turned out!

Sneaks
Jan 07, 2012, 10:24 PM
I would love Legendary status to become the requirement for cultural victory instead of policies. The base reasoning is that right now we are handcuffed from adding too many extra policies or branches under the worry it would make cultural victory too easy or hard. Second, I am a fan of decoupling anything that has its own inherent benefit from a victory condition. I like science victories because it involves building several things that serve no purpose other than victory. I feel a similar system could work for culture.

thadian
Jan 07, 2012, 10:34 PM
i think it should be a mix of factors - a legendary city + 2 complete policy trees + something else

Moriboe
Jan 08, 2012, 08:24 AM
I would love Legendary status to become the requirement for cultural victory instead of policies.
I like that. Getting 6 full trees is not interesting an sich; having to click "end turn" some more just for the utopia project simply not fun. I see there is a Game:SetWinner(TeamTypes eNewWinner, VictoryTypes eNewVictory) function, so that should be easy. I would also follow your intention of adding Great Work culture to the nearest city then. Just looping over cities and compare Manhattan distances should do.

i think it should be a mix of factors - a legendary city + 2 complete policy trees + something else .
I could keep around the utopia project. Two complete trees I get in any game I think, so more than that. Perhaps 4. But I feel it should help get the victory condition, not (only) add another one. I could make it so that once completed, cities can grow more than one level per turn. Just a manual correction where the overflow is deducted and an extra level added. Would raise the level requirement to 150.

Good ideas guys, this could become a selling point (figuratively of course) for the mod :mischief:

colorthemap
Jan 08, 2012, 09:17 PM
Questions about the scenarios: What is the major difference between the two? Does one not have all of the civs available(I'm guessing the Ancient one). Also how is it decided which civs exist in a certain game or not? Is it random is it made based on your civ choice? And finally I would love a map with all the great civs you made in it, but is 22 a hard limit or can that be changed or even the speed say of the scenario will there ever be alternate versions for things like that?

Also I find Europe is a bit distorted and could be bigger.

Either way thanks for the wonderful mod.

Moriboe
Jan 09, 2012, 05:25 AM
22 civs is a hard limit, so there is no scenario with all civs in it.

Questions about the scenarios: What is the major difference between the two?
Only the civ selection, which is fixed for each scenario, nothing random. The "Ancient" version has an empty new world and includes Greece, Rome and Carthage along the Mediterranean. "Discovery" on the other hand has the Ottomans, Spain and Moors. It also has a populated new world.
I don't think I'll add more variations, but they are easy to make. E.g., the change a game option: open the map, tick the option you would like, save.[/QUOTE]

Also I find Europe is a bit distorted and could be bigger.
It is. I stretched it so that enough good spots should be available at 4 tiles distance (though possible, the AI doesn't like settling at 3). And Europe is never big enough for a westerner :)

Thank you for the appreciation :)

colorthemap
Jan 09, 2012, 06:46 PM
I see(it has been a while since I loaded up the editor) so the two just have varied civs amongst themselves. If I had time I could possibly do a scenario for the mod, assuming you added more civs. I don't really know if you want help or not.


Europe isn't that bad, better than I could probably do, but the one thing that I find weird is that Germany and Austria are kindof one big mesh, I just think it could be interesting to have Poland vs Germany vs Austria. Alas I will take what I get, and thank you for it so far.

Moriboe
Jan 10, 2012, 03:40 AM
If I had time I could possibly do a scenario for the mod, assuming you added more civs. I don't really know if you want help or not.
That would be nice! Though I'm done adding new civs really. You could use a few existing ones and rename them. I thought of using the Mongols to represent the Huns for NiRv4n4's Europe (http://forums.civfanatics.com/showthread.php?t=385112) map, but haven't touched it yet.

I just think it could be interesting to have Poland vs Germany vs Austria.
This could work on a (the) map of Europe, but on world scale these capitals would be only 3 tiles apart, which is a bit extreme.

Moriboe
Jan 10, 2012, 09:56 AM
Done some more thinking on the new culture victory. My main concern is that the AI can't grasp it. Though it can still hinder the human a lot by hogging wonders, even if never winning by doing so. Another question is whether or not to keep around the utopia project.

The plan is as follows:
- Yes to above question: 4 trees are required for utopia. Then the path splits for AI or human.
- The AI will need to get 6 more policies after completing utopia to win (same number as space ship parts). A message will appear upon getting them (5, 4, 3,... remaining).
- The human instead needs to get those 3 legendary cities. I think I will make city culture capped, say 30k, and have utopia remove the cap.

This way the project becomes a true prerequisite like Project Longshot (vanilla's apollo). For longshot you need high tech, for utopia high culture.
I would try to edit the victory screen so the icons will reflect the required policies or legendary cities (2 filled icons for each city), instead of completed trees.

Does this make sense? Not too far-fetched? Fun?

colorthemap
Jan 11, 2012, 03:14 PM
It seems kind of unfair. How are three legendary cities equal to 6 polices, when 6 policies would be much easier to get.

Moriboe
Jan 11, 2012, 03:30 PM
True. Just lost to a runaway Korea which filled 6 policy trees (and got 1 legendary city), so 4*5 + 6 policies would indeed be too easy for the AI. But the AI is not programmed to get 3 legendary cities, so it needs an alternative imho.

Moriboe
Jan 18, 2012, 06:52 AM
New version is here (http://www.mediafire.com/download.php?4a4sldn54ese4b4). The change log:

CULTURE
- Can win a culture victory by getting 3 legendary cities (or fill 6 trees and build utopia)
- Cities now keep track of their total culture; 40k is needed to become legendary
- No more free policy from getting a legendary city
- A warning is generated if a player fills its 6th tree
- Free culture from terracotta army, mass games and great works added to (nearest) city
- Improved sagrada familia and culture from great works
DIPLOMACY
- Added the Sacred Canon national wonder (at scripture tech)
- Mburichi now requires capital or monastery; requirement modifiers now apply
SCIENCE
- Modern age tech tree more flexible and more clear
- Hubble now adds science to each observatory
CONQUEST
- Extra unit prerequisites: atomic bomb requires radar, nuclear missile requires fission
CREDITS
- New national epic icon by sukritact, taken from "The Motherland Calls" wonder
- Code for storing city (tile) culture: from Gedemon's "Cultural Diffusion" mod
- SaveUtils and ShareUtils: Whys

It was not as straightforward as I anticipated; I hope I'm not the only one excited about the result ;) I will be pulling some stuff from here to mod components later, like the ability to add tech effects to wonders (by granting/removing a hidden tech - see screenshot).
The modern tech tree (http://forums.civfanatics.com/attachment.php?attachmentid=311400&d=1326890082) is further improved. Key factor was the ability to add secondary tech requirements to units: thanks to Pazyryk for pointing me to it (http://forums.civfanatics.com/showthread.php?t=449431)!
For next version the renaissance and industrial era's will get a work over and I'll be adding war weariness (more on that soon).

I'll be releasing officially in a few days, I'm first going to play a game now. I've uploaded the latest version here (http://www.mediafire.com/download.php?4a4sldn54ese4b4), so some kind person might double my ability to fine tune it in the coming days. Everything has been tested using DonQuiche's ingame editor.

tonymak
Jan 18, 2012, 10:12 PM
I seem to be stuck in a permanent golden age. It has showed 21 turns remaining for several turns and is not counting down. Used a GP for golden age and it went up to 37 turns remaining and still won’t count down. This is with the latest version. Never had this issue before.

Moriboe
Jan 19, 2012, 05:54 AM
Strange, I don't alter anything related to golden ages.
Do you have other mods running? Is there an error in Lua.log? How did you trigger the problematic GA and do you have modifying abilities/policies/buildings? If you don't own any DLC I could also look at the savegame.

Looking into it, thanks for playing & reporting!

tonymak
Jan 19, 2012, 01:28 PM
I seem to be stuck in a permanent golden age. It has showed 21 turns remaining for several turns and is not counting down. Used a GP for golden age and it went up to 37 turns remaining and still won’t count down. This is with the latest version. Never had this issue before.

Strange, I don't alter anything related to golden ages.
Do you have other mods running? Is there an error in Lua.log? How did you trigger the problematic GA and do you have modifying abilities/policies/buildings? If you don't own any DLC I could also look at the savegame.

Looking into it, thanks for playing & reporting!

Just running the 3 UU mods. This was the 3rd golden age produced only from happiness.

Had to go back 20 turns to find a save that that wasent stuck at 21 and it had the golden age at 20. Played through the next 20 turns with no issues.

Moriboe
Jan 20, 2012, 04:43 AM
The only thing I could find is that I have 2 versions of SaveUtils in the mod, with different MY_MOD_NAME variable. Cleared that out, though I don't know if it is related as I couldn't reproduce the problem.

Another issue though is that the saving of city culture gets carried over to all saves; say you go back from turn 200 to turn 100, your cities will have the turn 200 culture level. This might be due to how I save the culture table, so I'll come up with an alternative or seek help. When playing through normally you won't notice anything.

In my test game I could get the 6 trees victory about 20 turns before my cities would be legendary, so I'll lower the threshold to 35k.

Moriboe
Jan 22, 2012, 04:05 PM
Done reorganizing my lua stuff. Nothing new, but the implementation is more robust now. Get it here (http://www.mediafire.com/?xzyz790u00hn0iw).

Moriboe
Jan 25, 2012, 08:12 AM
Update on the upcoming v6. I mainly focused on the renaissance & industrial part of the tech tree. One big effect of the changes is that you can reach the industrial age (and its policies) more quickly. Five new techs were added and some more changed. Some highlights:

Scientific Method: now a tech branching out rather than in, as a prerequisite for advanced science rather than the consequence (as was the impression of Scientific Theory). Leads (a.o.) to chemistry, as it was the scientific method that formed the discipline out of its precursor; alchemy. Too bad the rigid civ5-style tech tree prohibits keeping the metallurgy line as prerequisite.
Compulsory Education: takes the (former) place of Scientific Theory, with public school and lumber mill boost.
Political Science: Envoy etc.
Flintlock (replaces Metallurgy) & Ballistics: allows the cavalry (switched with lancer) and canon respectively. The term Metallurgy, just like Physics, is way too broad: just how have I been making steel weapons before then?
Industrial Steel: along with fertilizer, one of the badly represented hallmarks of the industrial revolution. Prerequisite to Artillery, which gets moved back into the second column.
Urbanization: we have Globalization, so this deserves its place too. Allows the police station. I have war weariness plans for that, but for now its stats are: city heal rate +2, gold +10% (less crime) and +10% land unit production (military police etc). Requires an armory.

But an image (http://forums.civfanatics.com/attachment.php?attachmentid=312538&stc=1&d=1327924914) says more than a thousand words. I like the opening and endgame to have many valid options, whereas the central eras are more about specialization. The game situation in the modern age is often boring enough to on top of that be doing the same beelines over and over. So you'll find a bit of everything everywhere. I (again) moved some things around to make every branch attractive and worth spending mental time on.

Also new are the Globe Theatre (requires, you never guessed, theaters in all cities) and a new Louvre effect: it now grants +1 culture in its home city for every wonder in your empire.

So lastly about the cavalry-lancer switch: basically its historically more fitting.
I have cavalry representing the new type of light, unarmored cavalry. Barely stronger than a knight and still (somewhat) vulnerable to pikes, but with a bonus to damaged (think "broken formations") units.
Lightly or unarmored lancers got back into fashion later: uhlans in Poland and neighboring countries, plus Napoleon loved them too. Great on offense, as in vanilla, but vulnerable in the subsequent melee - against other cavalry, so much unlike vanilla.
Will play with all this when finished (and I make some more changes on the food buildings), but I'm interested in theories :) And v5 feedback of course!

Moriboe
Jan 30, 2012, 06:10 AM
It's done and it's here (http://www.mediafire.com/?jly5qk75eqrgrpm). Made several units stronger in the end. Both knights and lancers get an attack bonus (and no defense penalty). They should be more useful now. I also included Thal's code for promotion conversion when going from ranged to gun.

Also boosted some policies that were underwhelming. For the tech tree, click here (http://forums.civfanatics.com/attachment.php?attachmentid=312538&stc=1&d=1327924914).

Moriboe
Feb 01, 2012, 03:33 PM
I just encountered a CS-related crash for the first time; so the compatibility problem with NASCM that was hinted at before is hereby confirmed. The new types are off by default - just leave it that way and there will be no problem.
I'll try to get a clue why it goes CTD: I have a save at my disposal now.

Moriboe
Feb 02, 2012, 02:53 PM
I singled out the CS provoking the crash: there seemed to be nothing special about it. Nobody is even friends with it, and I took away all civs gold the turn before so it's unlikely that situation would have changed (quest reward is a possibility). I deleted that CS and played on. About 10 turns later: bam, another CTD.

As nothing shows up in the lua log (and in fact disabling the new CS effects does nothing to help) it must be in the "black box" dll. The event that triggers it appears to be either random (i.e., a consequence of the game seed) or based on multiple hidden and seemingly unrelated factors. I would consider it likely that in the source code there is something hard-coded for the vanilla CS types that's called only sporadically. But then the question is why it is never triggered for NACSM... (based on the lack of bug reports there). My mod doesn't alter CSs so I wouldn't know what a compatibility issue could be. Certainly not one whose effect stabs straight at the source.

Conclusion: nothing I can do until we have source code access. The NACSM component unfortunately gets disabled. I liked it a lot :(

Pouakai
Feb 02, 2012, 06:48 PM
Hrm, that's bizzare. Try disabling all CS and see what happens? Have you added any new CS quests thus far?

Moriboe
Feb 03, 2012, 01:23 AM
No new quests. When deleting CSs I can play on so the problem is definitely related. Apart from NACSM the only thing I do to CSs is change the value of MINOR_CIV_GOLD_GIFT_GAME_MULTIPLIER. Hardly suspect. Of course a CS counts as a player, so there is always a chance the problem lies elsewhere.

One of the problems debugging this is its sporadic nature. I've been playing crash-free since I started this mod, so it only seldom happened. Whatever test I devise that makes my save incompatible, I can never be sure of the result. What I could safely do is disable all lua scripts and the problem remains. So it must be something in the XML/SQL that the game accepts, yet can't handle in some situations.

PMBobro
Feb 11, 2012, 06:46 AM
In Acient map,quick combat option is enabled.Like in Acient QC.Can I change it without SDK?

Moriboe
Feb 11, 2012, 07:56 AM
Try the following: go to "Mods\Uomo Universalis Earth\Maps" and open the map with a text editor (e.g. notepad). Run a search for GAMEOPTION_QUICK_COMBAT. Delete this, plus the stuff between it and VICTORY_DIPLOMATIC. Please let me know if it works; if not I'll edit the map and send it to you.

Sorry for the trouble. I try to double check this when editing the map, but when setting the option it may change for all maps instead of just the one you're working on (and saving). Seems like a bug in the WorldBuilder to me.

PMBobro
Feb 13, 2012, 07:23 AM
Ok.I`ve tried it this way, but map not show up in menu.In Discovery Map this option is disabled.;)Please send me this file.

Moriboe
Feb 13, 2012, 02:01 PM
Here you go, enjoy! :)

PMBobro
Feb 14, 2012, 08:32 PM
Thank you very much.

Bradwen
Feb 17, 2012, 10:35 AM
Having a lot of fun playing with your mod pack, even if i can't get UU:Civs to work.
Anyway, one problem I encountered is Triumpal Arch won't building up. If it took three turns to be built up it ends at third turn letting it in list of building availables.

Moriboe
Feb 18, 2012, 04:14 AM
[...] even if i can't get UU:Civs to work.
If you send me your Database.log file after trying UU:Civs I can have a look to see what goes wrong. For a next version I plan to lump it together with UU:Base, so that might just solve the problem.

Anyway, one problem I encountered is Triumpal Arch won't building up. If it took three turns to be built up it ends at third turn letting it in list of building availables.
Checked and confirmed. Thanks for reporting :) It used to work, but it seems the logic behind Building_PrereqBuildingClasses somehow went awry. It's as if someone tried to simplify things but messed up. I tried to program it myself in lua, but was stopped by the prerequisite check only triggering at the beginning of a turn, while it should also trigger at build order changes.

Anyway, I'm thinking of making a new prerequisite: if you kill a civilization or city state, one of your cities (from first to last) is allowed to build an arch. Will boost their power. It may be a nice incentive to make kills, which is now strongly discouraged for diplomacy reasons.

Sneaks
Feb 18, 2012, 11:07 AM
I had several issues with the latest version in my test game:

1. The game did not recognize routes between the capital and other cities
2. CSs never offered a single quest
3. The AI sent workers when attacking

Moriboe
Feb 18, 2012, 11:21 AM
:eek: That sounds messed up. I have honestly never seen anything like that. Any chance it's some conflict with the cache or another mod?

Sneaks
Feb 18, 2012, 11:58 AM
No idea. I plan on testing again soon!

Pouakai
Feb 18, 2012, 11:28 PM
Moriboe, just wanted to say I'm glad you've updated BMF, and sorry I was too pathetic to do so :D

Moriboe
Feb 19, 2012, 03:12 AM
No problem ;) It's, as you probably guessed, just UU:Base. I wanted to tap into the following of BMF, which did rather well on the mod browser. Will update the BMF topic in the near future.

The next step is the separate release of the civilizations as a few "Fill The Map" mods (no inspiration for a fancy name). Uomo Universalis will then be the combined package of all these mods. The "please download elsewhere" concept seems detrimental for the mod browser user base.

Bradwen
Feb 19, 2012, 04:04 AM
Checked and confirmed. Thanks for reporting :) It used to work, but it seems the logic behind Building_PrereqBuildingClasses somehow went awry. It's as if someone tried to simplify things but messed up. I tried to program it myself in lua, but was stopped by the prerequisite check only triggering at the beginning of a turn, while it should also trigger at build order changes.


I forgot to attach a screenshot about another strange behavior. As you know it requires courthouses, depending on map size: well, these three cities are mine from beginning. And in all of other cities I conquered and annexed I built up a courthouse. What it's strange is the fact that pre-requisites tend to change every turn, one turn it requires another courthouse, one turn later it requires three courthouses without specifing which are the cities need them, two turn later it's again one courthouse (and again, what's strange it's a city I didn't annexed but let as puppet).


Anyway, I'm thinking of making a new prerequisite: if you kill a civilization or city state, one of your cities (from first to last) is allowed to build an arch. Will boost their power. It may be a nice incentive to make kills, which is now strongly discouraged for diplomacy reasons.

It would be nice to let it buildable only on annexed/conquered city, like a monument which remembers the "Freedom day from oppressing power". :p

Bradwen
Feb 19, 2012, 03:46 PM
If you send me your Database.log file after trying UU:Civs I can have a look to see what goes wrong. For a next version I plan to lump it together with UU:Base, so that might just solve the problem.


[1611.958] constraint failed
[1611.958] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[1624.110] Validating Foreign Key Constraints...
[1625.046] Passed Validation.
[1625.592]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 295672 3507680
PageCache: 3865 4982
LookAside: 45 1864
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 0 3120400
Scratch: 0 0

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 6640

Prepared Statements:
Current: 5
------------------------------


Hope it helps!

Moriboe
Feb 19, 2012, 03:54 PM
Hm definitely not working as supposed to. Good thing I changed it. Also, interesting screenshot; I guess when victory is within reach all those new buildings don't matter eh.

edit: thanks for the log! Nothing fishy in there... Next release of UU (some time next week) will see the two parts merged; should rule out any compatibility (sequence, cache, whatever) problems. For now the updated first part is available as BMF.

It would be nice to let it buildable only on annexed/conquered city, like a monument which remembers the "Freedom day from oppressing power".
That could also work, but it's more tricky. Building implies no puppet, and I'd like to keep that decision solely on the current factors. I had already programmed it as initially described before your reply and put it in the new BMF. I thought it would be rewarding to be allowed to build it by your own people. Screenshot:

http://forums.civfanatics.com/attachment.php?attachmentid=314219&stc=1&d=1329689232

Androrc the Orc
Feb 19, 2012, 05:18 PM
How about changing Austria's trait's name to "Habsburg Heritage"? Just "Heritage" sounds too bland and generic for a unique ability :(

Pouakai
Feb 19, 2012, 11:49 PM
The next step is the separate release of the civilizations as a few "Fill The Map" mods (no inspiration for a fancy name).

I suggest you check out 'Terra Novus' which I recall CivOasis mentioned to you. Terra Novus is essentially a collaboration effort for a global Fill the Map mod, the mod 'Zambezi' focuses primarily on Africa and filling the continent, as well as mods for other world regions

Moriboe
Feb 20, 2012, 07:49 AM
Yes, that's true. Now, "Fill the Map" will in fact contain nothing new, just the civs I have already, slammed on an existing map for conceptual glue. It's part of my current drive to push all my work out there, as accessible as possible. After that the only updates will be maintenance.
I am planning another long trip in some months and have decided not to do solo projects any more after I get back. I'll look at Terra Novus (you know the Latin is incorrect, right?) to join the discussion, and contribute when I've organized my stuff :)

How about changing Austria's trait's name to "Habsburg Heritage"? Just "Heritage" sounds too bland and generic for a unique ability :(
Agreed. Will change this!

Pouakai
Feb 20, 2012, 10:50 AM
Yeah, I do. I'm not that good with latin, so yeah :/

CivOasis
Feb 20, 2012, 10:54 AM
We heard about the Latin long ago.

Anyways, yes, we're doing, effectively "fill the map", with the goal of making lesser-represented regions more interesting.

I don't think we have anyone who can do lua yet, though.

Moriboe
Feb 20, 2012, 11:47 AM
I got the hint ;) Seems like a good project to move on to! (and sorry if I was rude pointing at the mistake)

Pouakai
Feb 20, 2012, 12:17 PM
No worries, I do it all the time :D

CivOasis
Feb 20, 2012, 12:18 PM
Ah, no problem. I think it gets noticed every time we post in a new thread.

jojobe
Mar 02, 2012, 02:32 PM
I added this to my game from steam version and it did not work. None of what this mod said that it would do it did not do so i removed it.:blush:

Moriboe
Mar 02, 2012, 04:42 PM
The download on the mod browser offers only information, including a link to the actual mod. You might have missed it in the excitement over how awesome the features sounded :D I couldn't upload the full mod because of its size. Please check this Mediafire link (http://www.mediafire.com/?jly5qk75eqrgrpm). Simply unzip to your Mods folder (three folders should appear).

Bradwen
Mar 04, 2012, 10:49 AM
Hello again, I encountered another bug - if you want call it like that: in a game, with only Domination Victory enabled, I just got owned by a nation that built up Great Transition Initiative.

Moriboe
Mar 04, 2012, 01:19 PM
That's a bug alright. It should be possible for me to fix this. Thanks and sorry :)

LetMyPeopleGo
Mar 04, 2012, 03:08 PM
I've just downloaded your mod, didn't play yet.

One quick question: Isn't Germany's trait over powered for domination victory? You get much faster XP by attacking twice per turn and the Charge promotion against wounded units makes you really over powered?

Thanks

Moriboe
Mar 04, 2012, 05:08 PM
Haven't tried (I'm no warmonger), but it sounds very powerful indeed. Of course your own unit will be damaged too; it should compensate a bit.
I think this trait will be most effective when already in a position to win anyway. If you can safely let a unit take damage twice and leave it in the field, the opposition is probably feeble and/or your units more advanced. Faster domination for Germany, sound about right :D

Moriboe
Mar 05, 2012, 09:30 AM
I just made a quick XML/SQL patch for v6, see attachment. Simply unzip into "Base"; 5 files should be overridden.

Fixes the building of the GTI if diplo victory is disabled. It also removes the Triumphal Arch for now. The new one is lua-based; that will have to wait. A new version is at least a week away.

Thanks for letting me know about the issues :)

alireza1354
Mar 05, 2012, 11:03 AM
Ur so cool man, thnx!!! And ur mod is AWSOME!!!

Gorhaax
Mar 05, 2012, 03:26 PM
Great mod Moriboe!

Though I've come across a bug to do with the Legalism policy. It seems to be giving me the monuments but there not for Free; I still have to pay 1 maintenance on them.

Have you thought about asking for your own sub forum? That would allow you to have different threads rather than just the one big thread.

Bradwen
Mar 05, 2012, 07:23 PM
Testing it, thanks.

Moriboe
Mar 06, 2012, 09:04 AM
Thanks for your support guys!

Though I've come across a bug to do with the Legalism policy. It seems to be giving me the monuments but there not for Free; I still have to pay 1 maintenance on them.
That's actually the normal vanilla behavior as well; only the hammers [you would need] are free.

Have you thought about asking for your own sub forum? That would allow you to have different threads rather than just the one big thread.
I don't think the mod's user base is big enough for that. There are other mods that would classify for their own sub forum before this one. Besides, the amount of topics (relative to time) discussed here is still quite manageable. I feel honored though ;)

Ellend
Mar 09, 2012, 12:40 PM
great mod for sure!

but i have a problem.

no matter if i load up the QC or the non QC maps... i always get quick combat :(
how do i fix this?

Moriboe
Mar 09, 2012, 03:45 PM
Hm forgot about that. Here's the "ancient" map (http://forums.civfanatics.com/attachment.php?attachmentid=313718&d=1329163260) without QC; iirc the other map version functions correctly. Just replace the one in ...\Mods\Uomo Universalis Earth (v 1)\Maps.

VictorTadeu
Mar 10, 2012, 02:32 AM
I am experiencing a frustrating bug.

Some AI Civs dont build any new cities, and the ones that do, build only a few and stops...

I'm using some new Wonders mod, playing in a Terra map (not the ones from the first post) and What Would Gandhi Do AI Rebalance - WWGD (maybe this one is the problem?). I hav an 1.0.1.511 version of the game with all DLC.

Moriboe
Mar 10, 2012, 09:57 AM
Expansion behavior is not altered directly through variables (by me), so I can do little more than speculate I'm afraid.
It could be that an overload of wonders, along with more passive AI (if WWGD does that?), is overwhelming the AI into pursuing them at the expense of expanding. And maybe the ones that would go into conquering mode will then have no neighbors nearby to unleash their fury :crazyeye:
I assume you're playing a random Terra map and not some pre-made one; in early versions of my world map I had the non-expansion problem as well for many civs. I think it depends on resource distribution: if the AI feels it has founded a few great cities it may downgrade further expansion priority, maybe to pursue a culture victory later. The added buildings/wonders may make this worse.

VictorTadeu
Mar 10, 2012, 01:15 PM
Hmmmm... understood.

It's a regular random generated Terra map, nothing special (well... with 20 civs and 40 city-states).
I will try without WWGD, it has a more passive AI, if doesn't work, I will remove the wonders. I prefer the wonders, so I hope the problem is WWGD.

If I find the problem, I feedback here.

Moriboe
Mar 10, 2012, 02:07 PM
Good luck!
Another thing you may try is to increase the expansion flavor of settlers, by adding:

<Unit_Flavors>
<Update>
<Where UnitType = "UNIT_SETTLER" FlavorType = "FLAVOR_EXPANSION"/>
<Set Flavor = "30"/> <!-- vanilla: 21 -->
</Update>
</Unit_Flavors>

Add it in any mod xml file, e.g. UU's Options.xml, just below the line <GameData>. Unwanted side effects may include: civs prioritizing settlers too much at inappropriate times, city states making (and not using) settlers. The latter I can disallow using lua.

-----

For the next version I was thinking about the following:

Patronage available in the Classical Age.
Research Lab one tech (and age!) earlier, at Refrigeration. Probably less hammers as well.
Medic and Red Cross at Penicillin, to make it worthwhile.
Optional free promotions for the AI: each (non-defensive) military-oriented building would grant a free defensive/healing promotion for one unit type. E.g., March for mounted units at the Stable, Cover for melee units at the Forge, Medic for archery units at the Barracks and for siege units at the Academy (edit: hm not normally allowed, maybe scratch that), etc.
Less strict national wonder requirements: in 3/4 of cities mostly. Either I steal it from CiVUP or I'll program it myself if it's hard to find/isolate. Maybe I'll add a "*" to the names of national wonders, to make them stand out more clearly.

dionysusdecon
Mar 10, 2012, 07:14 PM
Hey i can't figure out where to unzip the files too,
can you please help?

Moriboe
Mar 11, 2012, 07:53 AM
Of course! The civ user files are located in "My Documents\My Games\Sid Meier's Civilization 5". In there you find the folder "Mods". That's where you unzip to. Don't create a new folder first; after unzipping you should find the following three folders directly under "Mods":

Uomo Universalis Base (v 6)
Uomo Universalis Civs (v 2)
Uomo Universalis Earth (v 1)

These you can activate ingame. Don't activate "Earth" unless playing the included earth map (might mess up some city states otherwise).

dionysusdecon
Mar 11, 2012, 04:35 PM
Thanks alot!
about to try playing it now:)

VictorTadeu
Mar 11, 2012, 05:32 PM
I am experiencing a frustrating bug.

Some AI Civs dont build any new cities, and the ones that do, build only a few and stops...

I'm using some new Wonders mod, playing in a Terra map (not the ones from the first post) and What Would Gandhi Do AI Rebalance - WWGD (maybe this one is the problem?). I hav an 1.0.1.511 version of the game with all DLC.

Ok, problem solved! :goodjob:

I activated Barbarians! first, remove some wonders (some were duplicated with UOMO), actived everything aaand WWGD last. Until now works like a charm, so I think new wonders and WWGD are compatible!

Also, InfoAddict is incompatible. It bugs the diplomatic window.

VictorTadeu
Mar 11, 2012, 05:33 PM
Can somone recommend more compatible mods?
I'm already using Food Economy, Cultere per Pop, Barbarians!, Echoes of Ages, WWGD and some new wonders.

Bradwen
Mar 11, 2012, 08:38 PM
Hi Moriboe, I think to have found another bug: there's no way I can build an Apostolic Palace. At the beginning I thought an undiscovered AI player already built it up but after checked with IGE (a mod) no one was constructing it and no one already built it up.
I'm at 100th and more game with your mod.. strange didn't discover it first.

VictorTadeu
Mar 11, 2012, 10:57 PM
Ok, problem solved! :goodjob:

I activated Barbarians! first, remove some wonders (some were duplicated with UOMO), actived everything aaand WWGD last. Until now works like a charm, so I think new wonders and WWGD are compatible!

Also, InfoAddict is incompatible. It bugs the diplomatic window.

Er... not solved. The AI isn't expanding again. I tested some times with quickly game nd works, but with the marathon, not. In fact, some AI civs (not all) seems to expand, but in a very, very, VERY low speed.

Is still have some wonders and WWGD actived so I will test without then in a marathon game and play for some time... hour... to see what happens... ouch...

Moriboe
Mar 12, 2012, 05:41 PM
InfoAddict is incompatible. It bugs the diplomatic window.
Good to know. It might be because of NACSM, it makes changes there. The upcoming version will no longer include it (but it will be compatible), I will check with InfoAddict then.

Can somone recommend more compatible mods?
I'm already using Food Economy, Cultere per Pop, Barbarians!, Echoes of Ages, WWGD and some new wonders.
I don't know any additional ones I'm afraid; all my gaming time goes into play testing my own mod.

I think to have found another bug: there's no way I can build an Apostolic Palace. [...] I'm at 100th and more game with your mod.. strange didn't discover it first.
Hm I thought I tested this thoroughly. Though I've never seen the AI build it either; the requirements are just too steep (as much allies as you have cities). I'm gonna make it easier to get. ETA: this week(end).
And over 100? Wow :eek: Feel free to make suggestions regarding balance, you should know better than me! :) Especially if you can continue the sentence "I (nearly) never build ... .

The AI isn't expanding again.
Bummer. Poor AI behavior is about the most annoying bug there is :(

VictorTadeu
Mar 12, 2012, 10:31 PM
Hey, Moriboe! Thanks for the replies! Most modders aren't as helpful!

Also, the AI do expand, but take a looong time to start, dont use many workers and are very passive. I's very easy to overpower then, I think this is a WWGD issue, I will play without it to see.

LetMyPeopleGo
Mar 13, 2012, 09:23 AM
Haven't tried (I'm no warmonger), but it sounds very powerful indeed. Of course your own unit will be damaged too; it should compensate a bit.
I think this trait will be most effective when already in a position to win anyway. If you can safely let a unit take damage twice and leave it in the field, the opposition is probably feeble and/or your units more advanced. Faster domination for Germany, sound about right :D

I meant that the promotion to attack twice is very hard to get and if you give it to one civ right from the start, not only can I get double the XP per turn (if I'm strong enough) but I'll aim directly for Charge promotion because then my second blow has 25% more power, and therefore that's a over powered trait.

Of course I'm not talking Warrior vs swordsman but for more or less equal units it's almost an Hero gift.

Bradwen
Mar 13, 2012, 02:28 PM
Especially if you can continue the sentence "I (nearly) never build ... .


Oh, it's simple then :D
I NEVER build Arsenal. Just a waste of gold at the time you reach it and after that you're collecting hapiness in other ways.

Bradwen
Mar 13, 2012, 02:36 PM
How many turn must pass after nations voted up in United Nations to reach the victory?
Cause the votes seems to dont trigger Diplomatic Victory.

edit: I've a saved game if you want to test it.
Maybe the fix you did for the Diplo Victory triggering on a Only Domination Scenario?

Thanks again.

Moriboe
Mar 14, 2012, 03:14 AM
@LetMyPeopleGo: Maybe, but it doesn't matter much in single player. Besides, the benefits of conquest are reduced in this mod: no science from puppet population, reduced puppet yields and less trade route income in general. I'd take an economic UA over this any day.

@Bradwen: Glad you picked a vanilla building ;) And yes, the save may help. I bought the DLC civs in the -75% deal, so I can open more saves now. Never assume a change is straightforward I guess. Will fix this.

Bradwen
Mar 14, 2012, 05:45 PM
Mods used:

IGE v2.0 (DON'T affect saved games)
Lightouch v.5
Promotions and Upgrade Fixes v.15
Promotions - Crossovers v.1
Promotions Revised - Basic v.2
Ranged Guns Units Mod v.9
Simple 24h Clock Mod v.1
UI - Great People (DON'T affect saved games)
UI - Trade Opportunities (DON'T affect saved games)
Uomo Universalis: Base v.6

I completed United Nations on turn 490. On turn 501 stars the votes, after that the game goes on.
Thanks again

p.s.: if you've some troubles searching the mods on mods browser let me know.

alireza1354
Mar 15, 2012, 10:15 AM
I love this mod so much I want to have sex with it.

Moriboe
Mar 15, 2012, 01:13 PM
I have no immediate plans to add that feature, maybe in a future version.

Moriboe
Mar 19, 2012, 06:37 AM
The new version has arrived! Get it. (http://www.mediafire.com/?4dihdt4223rw081)

First of all a name change of the components: I found out the size restriction of ~5MB has been lifted, so I could upload the individual parts to the mod browser. To lure back some fans of my first mod, Building Made Fun, that's the new name of UU:Base. Part 2 became Fill The Map (and includes some maps as well), part 3 is Play The World. All can be found on the mod browser in addition to the zip.

The actual new stuff (that matters):

NACSM no longer included due to sporadic crashes. I made it fully compatible though, so just get it and install first if wanted.
Relaxed many national wonder requirements to 3/4 or even 1/2. Used partly Thal's code, partly my own. Additional feature: once construction is started, founding a new city (breaking the requirements) will NOT terminate construction.
Triumphal Arch is buildable if you kill a player by taking its last city (meaning that if you have "complete kills" on, this may not trigger).
Medic and Red Cross. Wanted to include a field hospital improvement, but couldn't get it to work, after substantial time on the problem :/
Patronage in the Classical age, Research Lab at Refrigeration
Made it better compatible with the DLCs (finally have them), especially Spain (Conquistador gets the attack bonus, Tercio stronger). Disable the remakes in FTM if you have the DLCs.
Some new graphical work, e.g. the forest preserve button.
Cannot build the GTI if diplo victory is disabled.


@Bradwen: In the end I didn't look at the save, I'm sorry, didn't feel I would learn much from it apart from what you already described. I did run tests though. I found that in the new version, regardless of settings, diplo would still trigger. So I programmed a solution in lua. I don't know what the problem was, but it seems reasonable that it also applied to the patched v6. I ran a few scenario's using IGE and all went well, so I think/hope the issue is gone.

Will also update the first posts of this thread in the future, they are kinda outdated.

Torvald
Mar 19, 2012, 09:34 PM
Hello,

I clicked on the "Get it" hyperlink to download v7 of Uomo Universalis, but after unzipping the file, it produced a copy of Building Made Fun v15 instead. :confused:

Moriboe
Mar 20, 2012, 01:08 AM
Yes that's correct. It's just a rename of the parts; Building Made Fun (p1), Fill The Map (p2), Play The World (p3).

Building Made Fun was my first mod, and UU:Base has been my successor for it from the beginning. I later decided to update BMF to check if it still had a following: it has. Now that the file size restriction (or bug?) on the mod browser is gone, I can upload the parts separately; so I figured p2 and p3 needed a better name as well. After all it wouldn't make much sense to have Uomo Universalis part 2 without a part 1.

But anyway, I still refer to the whole as Uomo Universalis, and the Readmes all link back here. Still confused? Yeah I'm not the best project manager.

Bradwen
Mar 20, 2012, 01:14 PM
I tried yesterday just for two games. I like the feeling: it seems to take more time to have an appropriate army - or maybe it's just the damn city-states surrounded me from the beginning caused to delay the fourth and fifth city to be settled. Oh well, not so bad, after I'd take care of them I got two Triumphal Arcs to be built (I like the way you've changed it, and the building cost seems appropriate in any era).
What really dumbed me it's the AI attitude: only happened one time - since I play, Vanilla or not - an AI opponent had choose to give me all his cities (and the capital was already conquered by me, so I really didn't got the purpose).
Well, on two games it happened two times. I'd take care of them anyway, no matter what, I were years-light ahead by technology and my army were experienced aswell but that'd take other 70-80 turns (for 7-8 cities and ofc paying attention to dont lose any troop).
Is there something you changed?

Moriboe
Mar 20, 2012, 06:02 PM
I guess it's coincidence. I didn't change anything that would affect unit costs or AI surrender behavior. AIs willing to give all their cities, sadly, is not that abnormal if far more powerful. I usually don't accept because I can't handle the unhappiness.

And damn city states is exactly how I feel about them now too; after growing tired of trying to boot Bismarck as ally of Amritsar, I opened IGE to see what it would take: over 850 influence :eek: It made sense too, he had 3-4 cities bordering it.

Moriboe
Mar 22, 2012, 07:41 AM
@Torvald: I just noticed you were the one who replied in the old BMF topic, so an update on that:

- I kept the automatic naming of save games; it seemed prudent as the code is intertwined with the table persistence.
- I've played several more games since; never had any problem with city state distribution. If it is bugged for you, can you tell me which other mods you are running? I may check them (if the list is short enough ;)) and add to the "incompatible" list.

Torvald
Mar 22, 2012, 08:21 PM
Moriboe,

I think the additional mods that I'd installed were:

Better Japanese City Names
Better Polynesian City Names
Happiness Adjustment - Wonders
Mod List (addin)
No XP Cap from Barbarians
Policy - Free Warrior
Resource Discovery
Tectonics

Moriboe
Mar 25, 2012, 05:48 AM
Installed them all, loaded along with IGE and found no problems with city states... I tried a pangea and a tectonics map, as I had no "pangea plus" in my list as you said you played. The database log also showed only one petty conflict. So all is fine here :confused:

Bradwen
Mar 26, 2012, 07:09 AM
I meant that the promotion to attack twice is very hard to get and if you give it to one civ right from the start, not only can I get double the XP per turn (if I'm strong enough) but I'll aim directly for Charge promotion because then my second blow has 25% more power, and therefore that's a over powered trait.

Of course I'm not talking Warrior vs swordsman but for more or less equal units it's almost an Hero gift.

I'm on the same opinion of LetMyPeopleGo - too much overpowered - but I found the double attack is a bit bugged. At the beginning I thought it was related to the type of ground (on road i got 2 attack on a row but not on other tiles) but after one game of 482 rounds I found it's completly random.
Never played before as German coz I'd only use UU:Base.

Could it be possible to assign it as promotion?

Moriboe
Mar 26, 2012, 11:43 AM
I did assign it as a(n existing) promotion; it's the same one as the Chu-Ko-Nu's second attack. But I will yield to the majority vote and change it all together. I will keep its old UA assigned to Carthage though (even if Gods & Kings will make it obsolete), it's just perfect for their historical flavor and map position, with lots of barbs spawning in the Sahara.

One effect I thought of for Germany was giving science upon capturing a city (similar to how you would steal a tech in the first civ games), using following formula: science = population_after_capture * era_enemy * #tech_enemy / 2. So e.g. capturing a size 14 city in the early middle ages would give 7 * 3 * ~30 / 2 = 305 science.
I would still like some other effect that is not so overly offensive, yet fits the description Furor Teutonicus. I have to be able to program it (preferably easily) too of course.

edit: the average medieval tech cost in this mod is 500.

Bradwen
Mar 27, 2012, 05:50 PM
I did assign it as a(n existing) promotion;

Uh, then It must be an another mod I use which broke it.

Zain
Mar 30, 2012, 01:28 AM
Echoes of Ages v53 is apparently no longer compatible.

Tried starting the game with only BMF, FTW, PTW and EoA enabled.
Went to single player -> set up game -> map type: PTW Ancient -> ticked Load Scenario and started the game with those default settings. Getting a crash to desktop every time.

Disabling EoA fixed the issue. Still a bit of a bummer.

Also, the civ selection screen doesn't work (can't scroll down) the first time you load it up.

Moriboe
Mar 30, 2012, 02:38 AM
Good to know, thanks!

Yes, civ selection for scenario's has been somewhat bugged from day one when new civs are involved. As you probably noticed all civs are selectable only once you go back to the menu and retry. Nothing I can do about that :(
Normally I can still scroll though. Did you remove the remake civs of DLC's you own? That just might have an effect.

Zain
Mar 30, 2012, 07:03 AM
Good to know, thanks!

Yes, civ selection for scenario's has been somewhat bugged from day one when new civs are involved. As you probably noticed all civs are selectable only once you go back to the menu and retry. Nothing I can do about that :(
Normally I can still scroll though. Did you remove the remake civs of DLC's you own? That just might have an effect.

I actually don't own any DLC's, so that couldn't be the cause. But yeah I knew it was a pretty old and persistent bug, just figured I'd throw it there anyway :) It's fine since the game works afterall.

Been having a blast today, getting my arse kicked :p thanks for the mod!

Moriboe
Mar 31, 2012, 12:36 PM
All rejoice! The new version is here (http://forums.civfanatics.com/downloads.php?do=file&id=18204) and it has plenty of seitan!* :)

http://forums.civfanatics.com/attachment.php?attachmentid=317643&stc=1&d=1333215219

* Or "meat" if you're an omnivore ;)

First of all, BMF:
- Great Scientists have a 10 turn cooldown for discovering techs.
- Concept: Consulate. Founded in a City State after a Great Merchant diplomatic mission, it allows you to see other player's influence. The Hanseatic League (http://forums.civfanatics.com/attachment.php?attachmentid=317630&stc=1&d=1333214424) is now a wonder: puts a Consulate in all City States.
- Kill request from City States removed.
- Improved Patronage (including educated elite spawn rate)
- National Treasury re-added (was changed to the Hanseatic League before).
- Extra specialist yield display fixed.
- Announcement made if you are beaten to Scripture (for the free Missionary). There is actually a bug in the firaxis code: if a CS gets there first, the game crashes because it cannot get a Missionary (disabled for CSs). Found out using IGE. So I made my own implementation instead.
- Bonus on attack and against wounded from mounted units are now lost on upgrade.
- Trebuchets go obsolete with Ballistics, as one would expect. Corrected Conquistador upgrade path.
- All resources except iron are now available (if you can put the improvement on) at their discovery tech. Should prevent confusion.
- Changed/improved Sputnik Program, Cray-1 Supercomputer, Hubble, LHC.
- Made better icons for Red Cross and Olympic Park

http://forums.civfanatics.com/attachment.php?attachmentid=317628&stc=1&d=1333214413 http://forums.civfanatics.com/attachment.php?attachmentid=317627&stc=1&d=1333214413

Then for FTM we have:
- DLC civs are automatically detected, a manual delete is no longer needed.
- Mongolia UA = "Gains Science for the empire from each City captured. All mounted units have +1 Movement." The bonus is not rewared for repeated captures of the same city.
- Zulu UA = "Gains Golden Age points for the empire from each non-Barbarian unit killed. Melee units ignore terrain costs." The Impi gets the Buffalo Horns promotion (the old UA).
- German UA = "Melee and Gunpowder units gain +15% Combat Strength when attacking. +1 Production from Engineer specialists and +2 Production from the Manufactory tile improvement."
- Viking Fury gets extra gold from raiding encampments and cities. Non-DLC Berserker now replaces longsword.
- Nri-Igbo UA improved. Selected a slightly less lame diplo screen (if someone has a good African god-king scene for me, I'd be very grateful!).

For PTW it's just the Danish (Vikings in the scenario) and Polynesians founding the correctly named capital.


So lots of lua in this update and lots of time. Because of no job.
I hope you guys enjoy! Any feedback is appreciated, even if it's just an account of how your game went :)

Pouakai
Mar 31, 2012, 01:30 PM
You seriously need to teach me LUA, this stuff looks great :D Great job mate!

Gorhaax
Mar 31, 2012, 04:05 PM
That must of taken quite a bit to code. A few questions though.

Isn't 1000 gold a bit much?

"Vikings get extra gold from raiding encampments and cities" Do you mean that they get extar gold from raifing trade posts and cities?

Where did the idea of giving mongolia a science attribute come from?

Pouakai
Mar 31, 2012, 08:02 PM
You'd be surprised, given it's a one-off thing it goes rather quickly

Moriboe
Apr 01, 2012, 03:01 AM
That must of taken quite a bit to code.

There were hooks available for the stuff I wanted to do, so not that much code was required for each of the features. It's just figuring it all out that still takes time for me.

I agree with Pouakai that 1000 gold is not that much, especially given the lack of yields after the initial sum. Think of it roughly as 3 longswords, or 6 upgraded archers, or 2 new CS allies, ...

For the Vikings I meant barbarian encampments. It's an XML setting; didn't need to program this one.

Where did the idea of giving mongolia a science attribute come from?
Well the idea for the attribute came first. There is a city capture hook in the lua code that I wanted to use. And the first civ games had the tech stealing upon city capture feature, so it's also part nostalgia.
Mongolia seemed like a good choice. They were brutal in their capturing of cities, yet promoted science and learning. Genghis introduced an Uyghur script for Mongolian, developed by a captured scribe, and Kublai created academies and promoted science in China. Which seems like a far cry from their tribal steppe origins. And I felt their original UA was near worthless. Of course just after changing it I get pounded by all city states I share borders with in my current game. Irony has its way.

You seriously need to teach me LUA, this stuff looks great :D Great job mate!
Thanks :)
If you're serious about a modding future, it might be worth the investment to learn. Though there is enough to do in other areas as well of course. I believe in "learn by example": check out some mods' code and cross-reference with a lua tutorial to understand it. Then try making small adaptations. If that is too daunting, start small with "hello world" type programs, outside of the game.

Pouakai
Apr 01, 2012, 03:59 AM
Aye, I am. I'll check out some of your mod components in the holidays, see what I can pick up

primordial stew
Apr 02, 2012, 01:19 AM
This is wonderful :goodjob:

I do find 1 thing very odd though, and that was when a pioneer attacked my rifleman! The odds must have been pretty miserable since the loses were 10-1 :crazyeye: Is there a way to make them defensive only?

Other than that, I'm up to ~1940 or so with the Mississippians on a huge random continents map. My ally the Songhai won't give the Ottomans a ROP, which they would surely use then to attack me. All the others that would like war are overseas, and no one has attempted such an attack.

Moriboe
Apr 02, 2012, 01:36 AM
Glad you like it :)

Unfortunately there is no "only defend" flag for units as in civ4. I assigned settler and scout AI to the unit, and both normally don't attack. So I guess the AI sometimes just gets desperate enough to go up 12 vs 25. From my experience it is not frequent though.

edit: Of course there is; it's what all ranged units have: "cannot melee attack". Dumb me. Will try that.

Moriboe
Apr 05, 2012, 09:13 AM
Updated (see OP). Just a bunch of small fixes, nothing that would have spoiled your game. Note that the component version numbers have not changed.

A few things:
- Pioneers cannot attack (good suggestion stew!).
- Longswords cost a bit more to rushbuy and Musketmen a bit less, true to history and to the original spirit of the game (muskets used to be cheaper than longswords).
- French Musketeers stronger than musketmen again, as supposed to.
- The Parthenon now increases influence with 195% instead of 200%. Otherwise when completed after picking Aesthetics, one could be ally to every (unbound) city state in the world for 1 turn. Sucks if you're at war with the one pulling it off. Now you would end up with 59 influence. Gift a warrior to some CSs first and it would still work, though only a human will think of this.
- Zulu golden age points now go up slightly with (enemy) era. They also get multiplied with the number of eras you are behind (if any). Though you'd probably not want to be in that situation. Just some historic flavor.

Leuenberg
Apr 10, 2012, 07:04 AM
First, thanks a lot for these awesome mods. Been playing it a lot latelly.

I'm also posting to let you know one glitch I noticed yesterday: When using the simple view mode (basically the 2D display with a summarized map) I noticed that Austria's UU (Grenadiers) icon is invisible. This occur at least when you upgrade a standard unit (in my case a longswordman) to this UU.

On the normal 3D viewing mode, the units are looking fine, including the icon on top of the unit (the rifleman icon I think).

Regards.

Edit: Also, would someone be kind enough to explain what is the purpose of the "quick combat" version of the maps ?

Moriboe
Apr 11, 2012, 05:04 AM
Glad you like it :)

For the icon I just linked to the standard rifleman icon; I don't know about any other settings that might affect it. So I can't do anything about it I'm afraid :(

The QC versions have the "quick combat" option enabled, so that combat animations are skipped. I have these different versions because the option cannot be changed when using "load scenario". Some people prefer to watch the animations, others think it's a waste of time.

Leuenberg
Apr 13, 2012, 12:42 PM
Ah, never paid attention to this QC option, I'm actually playing most of the time with the strategic view where combat animation is ... sparse :D

Speaking of that, there's definitely something fishy going on with the UU icons in the strategic view. I noticed that Mongol's customized UU also are invisible like the Austrian Grenadiers, and the Explorer icon is behaving strangely. Look what we have:

With the normal view
http://img201.imageshack.us/img201/9420/civuomouniversalisexplo.jpg

With the strategic view
http://img834.imageshack.us/img834/9420/civuomouniversalisexplo.jpg

See how the icon is changed in the strategic view ? Note that the vanilla UU are not affected and some of the customized UU are working fine like the Polynesian Maori fighter (which use the standard warrior icon).

bgtribble
Apr 13, 2012, 01:13 PM
I'm not sure if it's something I'm doing wrong or what (and I'm gonna feel really slow if it's something obvious) but I can't get anything to embark with the new version. It's as if the embarkation promotion doesn't exist anymore, or it isn't attached to the Optics tech (I researched all the way through Navigation and still no embarkation).

Any ideas?

Moriboe
Apr 14, 2012, 04:21 AM
@Leuenberg:

Did some testing and it seems that new units with new graphics will be represented with the flag of some DLC unit (Keshik, Tercio, ...), whereas new units using vanilla graphics retain the flag that goes with those graphics in vanilla. Maori warriors use both the vanilla warrior graphics and flag, and thus appear fine. As for grenadiers having no flag for you, that might be because your game ran out of DLC flags to use?

Anyway, it seems that for the strategic view the game tries to convert unit graphics to an icon somehow, instead of just taking the correct icon from the unit info. I imagine a query "get flag of the unit belonging to this graphic". Will look around a bit first and probably just start a topic for this.


@bgtribble:

Embarkation is tied to Cartography, before Optics even. Make sure the units you try to embark have entered your territory after the discovery of said tech; only then will they be able to embark (standard vanilla behavior). I know it took me a while to figure that out, so it could be the problem (and no need to feel slow ;)).

Moriboe
Apr 14, 2012, 03:17 PM
Tried enabling "reload strategic view system", but then no flags for new units would show at all. Searched the forums and found confirmation of the problem and, as far as I can tell, there is still no solution (http://forums.civfanatics.com/showthread.php?t=395223). Bummer...

DabigQuack
Apr 17, 2012, 01:38 PM
Love your work here, it simply is a better game.

i have encountered a new problem in my current game where i cant select my free great person at the end of the liberty tree. when i click on the next turn button nothing happens, i can do nothing else, i am Stuck and cant just advance the turn.

I cant even skip a turn? any ideas what causes this bug?

thanks

Bradwen
Apr 17, 2012, 02:13 PM
Love your work here, it simply is a better game.

i have encountered a new problem in my current game where i cant select my free great person at the end of the liberty tree. when i click on the next turn button nothing happens, i can do nothing else, i am Stuck and cant just advance the turn.

I cant even skip a turn? any ideas what causes this bug?

thanks

It's something related to two or more events with same consequence. Perhaps you should delay it by a turn. Try to reload a previous turn and test it.

I think it's a game bug, not UU's one.

Moriboe
Apr 17, 2012, 04:40 PM
I think it's a game bug, not UU's one.
I think so too; I've seen this issue mentioned several times before. I've never encountered it myself though.

I've uploaded a new version (see OP, not on mod browser yet). In BMF, cossacks correctly replace lancers now. For FTM:

I introduced the Supreme Court for the Khazar, as their UA was pretty unexciting. It requires a courthouse in half your cities; so you'll need to double your empire through conquest to get it. It reduces unhappiness due to number of cities by 25%.
I gave Poland the Uhlan and nerfed the Hussar. I found that the Hussar was too good; hurting variation in the choice of military path. I didn't use the unit graphics from ecv's Polish civ (only the icon), as they should really use lances.
Tweaked Mississippians (-), Nri-Igbo (-) and Moors (+).


I've played several games lately and found myself using different paths and strategies that worked out interestingly (immortal difficulty), so I feel no more updates are needed for a while. This sure is convenient, because in about 3 weeks time I'll be embarking on another 3 month trip, with at best sporadic and limited internet access. So expect a long time of inactivity. The mod will probably break with the G+K patch though. But why would you continue playing a vanilla mod anyway then? ;)

primordial stew
Apr 21, 2012, 12:14 AM
I'm using the latest version, and I've got a corrupt great scientist :/ He's corrupt in that no action buttons show up in the UI for him. Usually it is the previous unit icon. For the buttons only the "additional actions" button shows up, but it doesn't reveal any other buttons. I reloaded from an earlier save (prior to being born), and the result was the same. Next I rebooted the PC and went back, but still the corruption. Pressing "A" did build the academy, and there doesn't appear to be any other corruption present. The only other anomaly was (using "quick combat") a spearman eliminated an enemy warrior who had a GG with him. The GG icon remained till the spearman left the hex. The happened 2 turns prior to the GS being born.

1st time playing as the Spanish, and it's been many months since I've used the quick combat option. I've seen it before where unit icons get left over, but never where the action buttons were lost.

I'm not bothering with uploading a save, but am posting this just as a note in case someone else sees something similar then maybe there is somewhere to go with this. Since it's reproducible, it's definitely a bug, but probably in the core game.

Moriboe
Apr 21, 2012, 03:54 AM
If something is corrupt, it might be in the cache, so try to delete that rather than rebooting. You can find it in My Games\Sid Meier's Civilization 5\cache. You may safely delete the entire cache folder.
If you want, with some extra info I might find something. Reload the game, get and select the scientist. Then post the file Lua.log from My Games\Sid Meier's Civilization 5\Logs. The interface is handled through lua, so there is a good chance of something showing up. The location of errors reported there is obfuscated, but it might be enough to figure out the problem.

Up to you. Thanks for reporting!

primordial stew
Apr 22, 2012, 09:36 PM
Later scientists were corrupt also. I'll try a different mod for a bit, and then reload and see if my scientist is cooperating.


Perhaps these 2 parts are related?

[145.689] uuMain: Uomo_Universalis_Data is corrupt: could not find parents for 38 rows (e.g., _,2.50,61,6)
[145.689] uuMain: !!!! Error loading tables: checksumOld=21328, checksumNew=20251 !!!!
[145.689] uuMain: Initializing player data...

[33297.274] uuMain: TableSave time: 0.041999999994005, checksum: 31457, inserts: 3, updates: 127, unchanged: 467, deletes: 0
[33297.305] uuMain: TableSave time: 0.033000000003085, checksum: 25963, inserts: 3, updates: 127, unchanged: 370, deletes: 0
[33329.535] Runtime Error: [string "C:\Users\lame\Documents\My Games\Sid Meier'..."]:24: attempt to index field '?' (a nil value)
[33613.535] uuMain: TableSave time: 0.053999999996449, checksum: 31438, inserts: 0, updates: 127, unchanged: 470, deletes: 0
[33613.582] uuMain: TableSave time: 0.04500000000553, checksum: 25944, inserts: 0, updates: 127, unchanged: 373, deletes: 0

Moriboe
Apr 23, 2012, 11:14 AM
That's very likely. The problem definitely lies with this mod. Seems the tables with custom save data are corrupt for your game. I will have a look. It's unlikely I can figure out how they went corrupt, but maybe I can make the game more robust should this ever occur again.

Moriboe
Apr 29, 2012, 06:35 AM
Unfortunately I haven't found where the error originated, or anything else that seems wrong really. I can only hope the corrupt save was just due to a rare chain of events. The versions I just uploaded to the mod browser are practically the same as those from the April 17 update here.

I'm signing out now, to focus completely on my travel preparations. If you are a modder and interested: feel free to take anything from this mod, no need to ask for permission. Keep on civ'ing :)

Rowzdower
May 13, 2012, 05:03 AM
I started the Europe map as Germany but no one started in their real life locations. I spawned in Denamrk and Persia spawned where Spain was supposed to be. How do I get the civs to spawn TSL?

Moriboe
Jun 02, 2012, 04:56 AM
You should check the box for "load scenario".

P.S. Greetings from Stockholm! About 2,200 km worth of cycling from Belgium. And going up, up, up.

Pouakai
Jun 02, 2012, 09:26 AM
Wow, that's a lot of cycling!

primordial stew
Jun 10, 2012, 10:39 PM
With the beta patch, an item can occasionally not be selected from the build menu. The first time was after the sacred cannon is built, but it's happened at other times. Nothing can be selected for the next build, so the game can't go on. Re-load usually works, but the first time the game had to be restarted.

I haven't seen anyone complain in the main thread on the patch, so I'm guessing it's something gone wrong in here.

Also, all (of the ones I've seen) of the unit graphics were lost (all are spearman). Icons are still fine thankfully!

Moriboe
Jun 13, 2012, 05:11 AM
Thanks for reporting! Unfortunately I'm abroad for at least a month longer and cannot work on the mod from here. So it will remain in hibernation for a while. But I'm sure soon G+K will provide enough distraction ;)

thadian
Jun 13, 2012, 02:19 PM
will there be a G+K version? Looks like i need to prepare to test mod compatibilities again.

Echoes of Ages still works for me, maybe the load order has something to do with it. Hopefully steam workshop changes this, in Skyrim workshop you can CHANGE the load order priorities of mods.

primordial stew
Jun 16, 2012, 05:03 PM
Here you go. This points out the change necessary to get the custom unit graphics back in:
http://forums.civfanatics.com/showpost.php?p=11552803&postcount=11

GenjiKhan
Jun 16, 2012, 07:36 PM
I'd like to suggest you to implement Cemeteries in the adaptation of your mod in G&K . You can make this building to be unlocked with Biology and make this building gives some points of faith .

Moriboe
Jul 14, 2012, 05:52 AM
I don't see a cemetery as a building I'm afraid. People have been burying their dead in special places for ages; that's part of what makes us human.

As for the future of this mod: I will update it for the latest patch in a few weeks time. A G+K version is very uncertain; I think I will seek to work on other mod projects rather than continue to go solo. Thanks for your continued interest!

Northboy85
Jul 22, 2012, 04:01 PM
I can start a game, but after I settle the first city... I cannot produce anything from it.

Why is this? I have cleared the cache. Using just this package "Uomo".

Still...

Moriboe
Jul 23, 2012, 03:47 AM
This mod has been sleeping for a long time and is not compatible with the latest patch. I started working on that just now. This mod will never get a Gods + Kings version though. Sorry for not being clear on this; I'll add it to the first post.

thadian
Jul 23, 2012, 05:59 PM
Are you sure that one of your gods+kings players won't make it as compatible as possible, if all they have to do is change a few entries here and there...? (provided the changes are not too difficult)

and if that happened, someone with more skills could complete it!

Moriboe
Jul 24, 2012, 03:06 AM
Making it compatible shouldn't be that hard (though it will take some time); I think it's mostly deleting stuff that made it into G+K and fixing the tech tree, which is probably easiest done by deleting most of the changes there and reassigning stuff to existing techs.

To transform the mod into a solid, balanced whole for G+K is a different matter though. But if somebody wants to do it, he has my support! Well, as soon as I buy G+K that is.

Moriboe
Jul 28, 2012, 04:28 AM
Done. Those poor bastards who don't have G+K yet can have another go. Check the OP or the workshop. Unless Firaxis surprises me by having another mod-breaking vanilla patch, this will be the final version.

One addition is the Fairground, available with Guilds. It gives 1 :c5happy: and 1 :c5production:, but you can no longer build a market in that city (bank no longer requires it). Should provide an interesting trade-off.

Northboy85
Jul 29, 2012, 01:05 PM
So, does this mean it is compatible now with G&K?

Moriboe
Jul 29, 2012, 01:46 PM
No it doesn't.

isnorden
Aug 29, 2012, 04:15 PM
I'd like to see the older civs and buildings (as many as possible) adapted to G&K; even though a lot of the imported modpack material wouldn't make the transition, it'd be great to offer G&K players a "take the best and leave the rest" pack based on what can be converted. (If my coding and graphics ability were even 4-5 times better, I'd volunteer...are there any other takers?) :please:

Moriboe
Aug 30, 2012, 12:28 PM
Some civs may get a standalone G+K workover; I contacted a fellow forum member about it.

As for the rest: unlikely to happen. I don't think I'd get much satisfaction out of creating a stripped down version, and doing it properly doesn't fit my goals anymore. Thinking of the many hours I spent just working out the tech tree changes to make everything fit perfectly: I'd have to do it all over again. No thanks.

But in the unlikely event that a few people answer your call, I would participate in a community conversion effort. And buy G+K at last ;)

tecs187
Sep 05, 2012, 04:16 AM
Hi Moriboe,

Your Mod looks really interesting. I've followed all your instructions, but even with just the Building Made Fun mod installed, whenever I start a city I can't choose production, and when I try to research a tech, only two are shown (agriculture and pottery, I think) and I can't even research them. Do you know what I am doing wrong? I appreciate any help you can offer.
Thank you!

tecs187

Moriboe
Sep 05, 2012, 06:14 AM
Sounds like a Lua conflict, which is strange if you don't have any other mods running. You don't have G+K, right?

I suggest you clear your game cache and reinstall, preferably from the workshop. To clear your cache, simply delete the "cache" folder inside "...\My Games\Sid Meier's Civilization 5". Then make sure you have logging enabled by having LoggingEnabled = 1 in "config.ini". Try again. If the problem persists, please post here the contents of "Lua.log" in the "Logs" folder (same location as the cache).

Good luck!

xxhe
Sep 05, 2012, 10:50 AM
Hello Moriboe:

I checked the code for traits of Zulu (you mod is beautiful so I want to learn something) . I noticed that the function of gaining Golden Age points for the empire from each non-barbarian unit killed is fulfilled by <CombatGoldenAges>true</CombatGoldenAges>.

Could you tell me at where you get to know this column? Because I can't see it in the core game's traits.xml.

Or do you use any lua file to make this column functional?

Moriboe
Sep 05, 2012, 01:17 PM
I added both column and functionality:

ALTER TABLE Traits
ADD CombatGoldenAges boolean DEFAULT 0;
print("Loaded combat golden ages")

function CombatGoldenAges(iPlayer, iKilledPlayer)
-- applicable?
local winner = Players[iPlayer];
if not IsMajorCiv(winner) then return end
local leader = GameInfo.Leaders[winner:GetLeaderType()];
local leaderTrait = GameInfo.Leader_Traits("LeaderType ='" .. leader.Type .. "'")();
local trait = GameInfo.Traits[leaderTrait.TraitType];
if not trait.CombatGoldenAges then return end

local loser = Players[iKilledPlayer];
if IsValidPlayer(loser) and not winner:IsGoldenAge() then
local gaPoints = 3;
local loserEra = GameInfo.Eras[loser:GetCurrentEra()].ID;
local winnerEra = GameInfo.Eras[winner:GetCurrentEra()].ID;
if loserEra > 4 then
gaPoints = gaPoints + 2;
elseif loserEra > 2 then
gaPoints = gaPoints + 1;
end
local eraDiff = loserEra - winnerEra;
if eraDiff > 1 then
gaPoints = gaPoints * eraDiff;
end
winner:ChangeGoldenAgeProgressMeter(gaPoints);
if iPlayer == Game:GetActivePlayer() then
UpdateGoldenAgeData(winner);
end
end
end
GameEvents.UnitKilledInCombat.Add(CombatGoldenAges );


-- copied from TopPanel.lua
function UpdateGoldenAgeData(pPlayer)
local strGoldenAgeStr;

if (Game.IsOption(GameOptionTypes.GAMEOPTION_NO_HAPPI NESS)) then
strGoldenAgeStr = Locale.ConvertTextKey("TXT_KEY_TOP_PANEL_GOLDEN_AGES_OFF");
else
if (pPlayer:GetGoldenAgeTurns() > 0) then
strGoldenAgeStr = string.format(Locale.ToUpper(Locale.ConvertTextKey ("TXT_KEY_GOLDEN_AGE_ANNOUNCE")) .. " (%i)", pPlayer:GetGoldenAgeTurns());
else
strGoldenAgeStr = string.format("%i/%i", pPlayer:GetGoldenAgeProgressMeter(), pPlayer:GetGoldenAgeProgressThreshold());
end

strGoldenAgeStr = "[ICON_GOLDEN_AGE]" .. strGoldenAgeStr .. "";
end

Controls.GoldenAgeString:SetText(strGoldenAgeStr);
end

-- Thalassicus
function IsValidPlayer(player)
return player ~= nil and player:IsAlive() and not player:IsBarbarian();
end

function IsMinorCiv(player)
return IsValidPlayer(player) and player:IsMinorCiv();
end

function IsMajorCiv(player)
return IsValidPlayer(player) and player:GetID() <= GameDefines.MAX_MAJOR_CIVS-1;
endI put the above in the BMF mod, that's probably why you missed it. Feel free to use anything you like. And thanks for the appreciation :)

xxhe
Sep 05, 2012, 04:09 PM
Thank you Moriboe! I found it in the BMF mod.

One more question here: you set the default value of CombatGoldenAges to "0" instead of "false". I think lua treats "0" as true, so in [if not trait.CombatGoldenAges then return end], will every civ trait being treated as true?

Moriboe
Sep 05, 2012, 04:33 PM
SQLite handles booleans as 0 or 1, but they are still typed as booleans. So the Lua code will interpret it as a boolean, regardless the internal representation of the database system. I think.

So it will be true only for the civs to which the trait is assigned.

xxhe
Sep 05, 2012, 04:49 PM
SQLite handles booleans as 0 or 1, but they are still typed as booleans. So the Lua code will interpret it as a boolean, regardless the internal representation of the database system. I think.

So it will be true only for the civs to which the trait is assigned.

I see. Thank you!:goodjob:

Sorry that I have another question: the IsMajorCiv\IsValidPlayer\IsMinorCiv are stored in other lua files (uuUtils.lua I think), but I don't see you use [include("uuUtils.lua")] at the begining of CombatGoldenAges.lua - why the IsMajorCiv\IsValidPlayer\IsMinorCiv are still effective?

Moriboe
Sep 13, 2012, 06:08 AM
After some "I never..."-s and "I always..."-s I couldn't resist and needed a fix of "I love it when a plan comes together". And it did! As in science the best answers fix many questions simultaneously and give rise to predictions of future strategies.

So I got for you:

Coastal Fortress: +1p from Atolls, -25% culture/gold tile acquisition. Requires Navigation and either Military Tradition or Naval Tradition.
Usage (dixit Wikipedia): In the 16th century; when a colonial power took over an overseas territory, one of their first tasks was to build a coastal fortress, both to deter rival naval powers and to subjugate the natives.

Customs House: +1g from sea tiles. Taking into account prereqs, it is a big investment though. The tile improvement is renamed "Manor".

Fair: +2g +1h +1c, must be within 5 tiles of a foreign city owned by a civ you offered open borders. Make sure to have a decent military.
Wikipedia: The Champagne Fairs were one of the earliest manifestations of a linked European economy, a characteristic of the High Middle Ages. From the later twelfth century the fairs, conveniently sited on ancient land routes and largely self-regulated through the development of the Lex mercatoria, the "merchant law", dominated the commercial and banking relations operating at the frontier region between the north and the Mediterranean.
And there were of course others; well worthy of a building.

Special Agent: License to Kill, last in the scout upgrade line.


... And more. Full change list:
- Added Special Agent, the last in the Scout line
- Added Customs House, renamed the tile improvement to Manor
- Added Coastal Fortress, given free with Torre de Bélem
- Complete revamp of the Fair
- Watermill has an engineer slot
- Drydocks give production on fishing boats
- Improved Stock Exchange and Wall Street
- Acropolis no longer provides culture, but Liberty adds it again
- Patronage finisher allows you to see rival influence
- Added building speed bonusses to Merchant Navy and Socialism
- Freedom slightly nerfed; opener reverted to vanilla
- Nerfed Garden and National Epic
- Renamed the workshop tile improvement to Warehouse
- Improved some iconsAah, satisfaction. For clarity: still not G+K compatible!

@xxhe: didn't see your edit; sorry! Don't know the technical details, but both are included in uuMain.lua and apparently that's enough.

Stalker0
Oct 23, 2012, 02:12 PM
The mod sounds great but it has a PR issue.

When I go to the front page and I see this buildings made fun, I don't see any link or list or tells me all the changes!

For new people visiting your page, you want to make this easily accessible too them.

Moriboe
Oct 25, 2012, 04:47 AM
You're probably right, though I'm not really trying to win over new players anymore now. I have been wanting to quit civ but I just can't! So I will revisit this stuff at some point as I still believe in it. I will see where I want to take things in the future (maybe by a poll, or appeal for help) and take care of PR more then, thanks for the advice :)

Moriboe
Nov 20, 2012, 09:55 AM
I finally got round to writing up a more in-depth feature list for BMF (see post 2 (http://forums.civfanatics.com/showpost.php?p=11055770&postcount=2)), with some sales talk. I did this to highlight the stuff for new players (as suggested by Stalker0) and to poll for interest with modders. I was thinking to maybe release a few components of BMF for G+K:


3 City Culture Victory, along with all the new culture options/buildings/wonders to make this interesting. Standard culture victory gets boring fast.
New Tile Improvements: Warehouse (production) and Forest Preserve (culture). Plus changes to policies for these.
National Wonders: I have over 10 new ones, with OK but not great graphics.
Modern Buildings/Wonders pack, including oil-consuming buildings.
Ancient Buildings pack, maybe with a few techs to house these.

... only I have little stamina left to mod alone. Anyone interested to participate? Everything is on the table. If you see it bigger or want to put stuff in your own mod: all fine. I can provide more info on request, or you can load a game with G+K disabled to check it out.

AlexTheTall
Nov 20, 2012, 08:52 PM
Hello Moriboe, can you inform me if it's possible to play Uomo Universalion on Epic speed instead of normal? I can't find the options.

Plus, can I use R.E.D. mods, Revolution mod combine with Uomo, will that work?

Moriboe
Nov 21, 2012, 09:51 AM
Strange, epic speed should be possible as nothing has changed in that respect.

As for the compatibility: I can't properly test anymore as I have G+K installed, and parts 2-3 will not run properly in that case, even with G+K disabled. I did try with BMF though, which is probably compatible. I get this error (from R.E.D. I believe) in the log:

table ArtDefine_UnitMemberCombatWeapons has 21 columns but 20 values were supplied

... but that must be because it supplies the vanilla values, but those won't do as I have G+K. So no guarantees... But I did find epic speed in the normal place.