Éa, The Ageless and the Divine (phase 2, alpha)

Sorry guys, I've spent the last 3 days debugging the debugger. What's really nice is that Lua allows you to do this and bypass the Core Civ5 debugging, which is broken in multiple ways.

Good news is that I now have Lua error reporting for all Runtime Errors (previously did not work for any Lua downstream of a GameEvents call) and I can get full traceback report that is not truncated (current error lines in Live Tuner are truncated so mostly uninformative).

LoL @ you apologizing for working on something you need to track down bugs. No need man, that's solid progress.

And the mod is pretty playable, ending conditions aside. It's been pretty stable for me, and I've played a pair of games into the 300 turn counts.
 
Spoiler :
Thanks for the comments. That's really the only way I'll find out what's going on so I can balance it. The other thing I need from you is Lua.log, especially for those high turn games.

On AI being wimpy, a couple things:
  1. It may be a game bug (like the Militerism opening bug [fixed in Hotfix A] or another I don't know yet), that permanently breaks an AI civ. If some AI function is crashing, then that AI will never gain another tech or policy or do anything with GPs. I can tell if this is the case from your Lua.log.
  2. None of the new game mechanics have been adjusted for difficulty yet. The base Civ5 AI normally plays with a Chieftain/Prince handicap against your King/Emperor/whatever. For all new mechanics, however, you are evenly handicapped. So adding handicaps for the new mechanics is something I need to do.
  3. There is still some missing AI I need to add. For one, they aren't aware of the last two policy branches I added (Pantheism and Theism) so they are missing out on a big chunk of the game. (Fortunately, the AI system is all there so it won't be that hard to add these.) Also, they don't yet have any urgency in remove Living Terrain if not Pantheistic (which they should).

I'm surprised that the Living Terrain is still so tough. I reduced strength of starting features to 1-3 (random) and newly spawned features to 1. That's the percent chance per turn per feature that it will try to grow to an adjacent plot, or regenerate if it has been removed. But that's still too high I take it? Perhaps I should reduce the newly spawned strength to 0, --then spread will just stop on its own after all features have grown to an adjacent plot. (I assume you are aware of the strength indicator in the map mouse-over and are targeting the high strength features for removal?)

On Knowledge Maintenance, it is good that you are being stopped from infinite tech progression, but bad the way it is happening. It is based on an asymptotic system, but:
  1. Because Sage Research is not subject to Knowledge Maintenance, your Sages are blowing through the ceiling and so there is no sense of an asymptotic approach (rather, you just suddenly loose any effect whatsoever from your research infrastructure rather than a slow diminishing returns).
  2. The current system is a function of population, where you spend x points per tech known per citizen on Knowledge Maintenance (it's calculated as points but then converted and applied as a %modifier because that is easier to mod). The problem here is that your population is growing (probably faster than your research infrastructure) which means that the ceiling is lowering. So then (just like in #1 above) you "blow through the ceiling" and loose the asymptotic effect.
I think the solution to 1 and 2 above is: 1) subject Sage Research to Knowledge Maintenance, and 2) go back to an older system for K.M. that I had developed (and was talked out of by PowelS and others :crazyeye:) that did not reference population at all. The old system went like this: Each city had a Knowledge Maintenance penalty that was simply -10% per tech known. That penalty could be lowered (by Writing-branch techs, Tradition policies) to a minimum of -5% per tech known. Also, you could counteract it locally in a city by research infrastructure. For example, if you had -100% K.M. and a University (+20% research) then you really have a total modifier of -80% in that city. A nice consequence of this system is that your spam cities (in late game) contribute 0 research but your core research-focus cities are still putting out some research (and may continue to do so if you continue to add research infrastructure [though I need to add some more buildings to make this possible]). (Btw, I don't think you will sell off all your libraries because they continue to give you 1c.)

Contributed code is very welcome but a bit tricky because it needs to fit into the existing framework, which is pretty massive. There is already a UnitsPerCivTurn(iPlayer) function (find in EaUnits.lua) so anything checking promotions would go in there. Simpler implementation is always better so I'd prefer using an existing system (core Civ5 or an Ea mechanic that exists) than making a new one, even if that means altering a bonus effect a little. However, there is a lot that Ea code can do. It's very common in the mod to add a hidden policy or tech or building associated with a naming trait (or to add, say, a hidden policy when a tech is gained, or visa versa). I'm assuming the Pantheistic move effects are simple policy->promotion mechanic (there is a promotion tag for this, no?) --so this is just a couple lines added in Policies.sql and UnitPromotions.sql (which will go in v 5 for sure if someone posts for me, --just look in the Changelog to make sure it isn't something I did already). Or, If you wrote a SpawnResourceNearCity(city, resourceID) function, then I could just drop that in EaPlots.lua and then call it from Traits.lua (which can have triggered functions for civ-naming traits -- there are a couple others that also are supposed to add a resource).
oh, didn't remember about the change in science output... calculation :D
I think getting the sage's science production be impacted by tech maintenance is the way to go.
a way to do it would be either :
-sage give +mod* % science to city : so +10 or +20 (max +30%) instead of +science
-or sage science is added to the science production of the city they are in (not the science OUTPUT)... so it is modified by tech maintenance and science buildings %..
ie, before tech maintenance is applied... for example, they may "cast" a building that produces Xmod% science in the city, like the trick used in FFH for spells boosting cities.
or both yield and +%...

(it might not even lead you have to go back to the previous calculation)
(however it wouldn't change the impression of lack of asymptote... if it is based on a sudden big increase in pop... however I think, based on reading only, that the loss of "asymptot" (same as the tomes lack of utility) are mainly based on the sage's science not being impacted by tech maintenance.

I further "thought" of a feature (if you revert to the ancient system)
Spoiler :
why not have the tech maintenance count as multiplying itself instead of adding to itself ?
there are two main issues :
1) combining + % and -% ...
--> well : maybe you can add them, remove the ones that compare, and use the remaining modifiers in multiplicaiton
2) in that case, 3 x +10% would not be equal to 1 x +30%...
--> do not care, the main part of the tech modifiers will be negative... and will be due to tech... which give each 10%... so it will be worth it to simplify as multiplications of 10% reductions:

ex : you have 10 techs, and the city has one +15,%, two +10%
total = Maint = - 100% + 35% = total -65%

so you get a multiplication of the remaining rates : 0.9^Y, with Y= Maint/techmaint = -65/-10:
X(total science in city)*0.9^6.5 : 50%
instead of X*0.35= 35%

this should give a more exponential function... because even with 10 techs and no +bonus you'll still get X*0.9^10=0.35*X

(well, in that case, maybe tech maintenance could be raised... to 15 per exemple : with 15% : = 10 techs give you X*0.85^10 = 19% production rate
or 20% : 10 techs = 10%
and 20 tech would give respectively : 12% , 4%, 1% (for tech maint of a tech = 10%, 15% and 20%)
well those were my 0.2.
 
First attempt at religious icon with smaller sizes (it's nice to design in high res, but it's easy to over-detail to a point where you'll get a very nice "blob" when shrinking down :crazyeye: )
Reli_Weave-All.png

This would be for Weaves of Ea as you probably guessed. I spent some time searching for celtic patterns that are truly celtic (rather than modern celtic inspired).
Even with less details the smaller version isn't really nice. I guess i'll have to rework it.
 
Yeah, the small one looks "spotty". Maybe if the shadow contrast was lowered? It also gives a bit of a "shamrock" impression (the small one, not the big one) which may be a bit too much with the existing Irish influence (Sídhe and so forth). Good decision not to go with green.

Your fire pot shrinks down very nicely.
 
@Bob Morane :
it would be a nice to add a yellow shadow under the icone (joke inside, do NOT take this previous comment seriously)

seriously: any idea why I can't seem to be able to see any of the icones you post ?
(using firefox).
if you could add them into a .rar folder so, at least I might be able to dl them and look at them
(at the same time I'm only lurking, so satisfying my needs is not a priority)
 
seriously: any idea why I can't seem to be able to see any of the icones you post ?
(using firefox)
I use Firefox too so it's probably something with your configuration. If you are a bit cautious like myself (who said paranoïd, i heared you :D) you are probably blocking something that's required for the images to show.
Are you using any plug-in to block javascript? If you are using RequestPolicy or another similar add-on to block inter-site communications you need to allow requests to DropBox as i keep those images in my DropBox.
 
ok. I'll try with another PC later
 
Looks like I had uploaded the mod in place of the manual a while back. Probably some confused lurkers out there. Fixed now. The manual still says "updated for v2". It's probably something between that and v5 since I've been making random updates. I'll try to get an "updated for v5" manual out with the next mod version.


could you check the link manual?
it downloads an older version of your mod instead

It would help if I had read the post more carefully. My brain saw "it downloads an older version of your manual", to which my brain replied: "give me a break, it's only 10 days out-of-date".
 
Major AI overhaul underway for tech/policy decision making...

The engine has been removed, disassembled, and now lies strewn about the driveway. Let's see if I can put it back together again (running better than before I hope).
 
good luck
 
Update:

I've finally finished the AI overhaul for tech/policy/(some city build) control. You should see some improvement in v5. More importantly, all of the AI weightings are exposed in tables (EaCivAI.sql) for easy adjustment. I need to write a tutorial to make it comprehensible, but you can probably understand a lot by looking at the tables. These values control how the AI views resources, terrain types or other factors when picking techs/policies for initial growth, for gaining a civ name, for civ specializing after that, and for exploiting new resources that come into the civ's borders (eventually also for what victory to pursue...but that's not in yet).

v5 should be out in a couple days. I just want to add religious effects (so there is some motivation to play with these) and mod specific relationship modifiers (affected by race, religion and some policies). These are trivial compared to AI programming...
 
If all goes well, v5 will be out tomorrow.

Meanwhile, you can get started downloading the new Éa Media Pack (v2) here:

http://ge.tt/4fWfmUX/v/0?c

Starting with v5, Éa has its own soundtrack! (The sound files are in Media Pack v2) It's big, with 70 tracks for Man and 71 for Sidhe, plus leader and opening music. The Media Pack is now almost 1 Gb, so be patient with the download. It's a new file service and I have no idea how fast it will download, or if there will be problems with very many downloads. We'll have to see how it goes.

Media Pack 2 is not designed to work with the existing v4. I believe if you try it you will get the Sidhe music for Man and vanilla Civ5 music for Sidhe (though if you are determined you could mod it into v4 yourself). However, it's all mp3s, so you can open the Music folders in the new Media Pack and play the tracks while you wait for v5.

The music is all by Kevin MacLeod (incompetech.com), licensed under Creative Commons. The full track list is in the OP under Credits.


As a bonus, I've included a recommended Menu music track below. It's pretty non-offensive and should be fitting for base Civ5 or mods of other genres. I can't mod the menu music, so you have to add it yourself. Just extract the zip below (it will extract as an mp3) and add it to the expansion music folder. The path should be something like this:

C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion\Sounds\Streamed\Music

You will find OpeningMenu_Exp.wav file there. Remove it and replace with the OpeningMenu_Exp.mp3 file. I believe that Steam will overwrite this file with the original whenever a patch auto-downloads, so back it up somewhere.

Attribution for attached file:
Constance - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
 
Tried downloading the pack twice, but it only got 1/3 the way through downloading before it stopped.

Looking forward to patch 5. Should be quite different then when I tried the first version of alpha 2.
 
Tried downloading the pack twice, but it only got 1/3 the way through downloading before it stopped.
Are you using an older browser? I believe there were download file size limits (for Explorer at least). I'm not sure if 900 Mb would be a problem or not.
 
Éa II v5 (will break saves), Éa Media Pack v2, and new Manual update

Big items are:
  1. AI
  2. Runtime error reporting is fixed, and errors are now shown in a popup (sorry if this is annoying, but it's better to know something is wrong then to keep playing a broken game)
  3. Complete soundtrack!
  4. Diplomatic relationship modifiers
  5. Some religion effects now (for the two Theistic religions at least)

A lot of work went into AI for v5, specifically for tech/policy choice and a little bit of city build control (e.g., Pantheistic not building many workers). That doesn't mean it's great yet. Also keep in mind that I haven't worked on handicaps yet (handicap ≠ AI). AI players are lacking a lot of benefits they would normally get at higher difficulty, like free techs, so you are essentially playing at an easier difficulty level right now.

There is also a new manual out updated for v5. Greyed-out stuff is a bit more accurate now, but I'm sure there are still mistakes. Note that all links in the pdf are currently broken. This is a problem with Google Doc pdf conversion that has persisted over the last week. When Google fixes their problem, I'll update with a fixed Manual.

Changelog
  • Restored Runtime Error reporting for Lua mods (for Ea or any other mod; see here)
  • Added a Runtime Error popup in game; you will now know when the mod is tanking...
  • Fixed a couple unknown and subtle bugs identified by efforts above
  • City art is now based on city race rather than civ race (a conquesting civ can have multiple city art styles in one civ)
  • Fixed bug causing GPs to wake up while crafting unique items (tomes, epics,...)
  • City state cities now have race (all set to Man until I add Éa custom city states). This should fix a problem where CSs could not build any units.
  • Finished major overhaul of AI: should be better (and more easily modable) policy/tech decision making, plus I'm beginning to add some city build control (for now, only the ability to shut off production types by civ plan or other factors). A few specific improvements follow from this overhaul:
  • Many AI civs now have a coherent tech/policy strategy (or likely more than one); some were using a generic plan before
  • Pantheistic AI civs or or those that are likely to become Pantheistic (ie, Sidhe) won't build a worker/slave for a while, and then no more than one.
  • Workers/slaves in pantheistic AI civs will only build roads.
  • Better "contingent" tech/policy choices by AI. For example, if a civ has many elephants, it will eventually prioritize Hunting and Mounted Elephants (over other "civ focus" plans). If it is a warlike civ, it may then prioritize Beast Breading. (Even "non warlike" civs will try to get at least one tier 2 military tech so they have something better than warriors.)
  • Civ dominant religion icon is now indicated in the diplo list.
  • Civ relationship modifiers added: Race, Religion, being Fallen, Policies (Pantheism and Theism in particular, Pantheistic also dislike Ag) and Techs (Divine Liturgy, Maleficium, Thaumaturgy). Details will be in next manual update.
  • Soundtrack! 70 tracks for Man and 71 for Sidhe, plus some leader music and an opening theme.
  • Fixed some problems resulting from GoodyHuts (gaining 100000 mana, popping a GP Warrior, etc.)
  • Added religion effects for Azzandarayasna and Aŋra.

Note: v5 should still work with Media Pack v1 (I think), but you won't have the new soundtrack :sad:.
 
Hey Pazyryk!

As always, great work!

I am having a problem with the Media Pack. I've tried IE and Firefox, fiddled with their settings and everything. But it stops downloading at about 80mb. Not sure of a good way to solve the problem at this point, if its the download website or something on my end. Any suggestions? Thanx!
 
The site shows 33 downloads now. I wonder if that is 33 attempts that have failed, or 33 actual complete downloads? I did succeed in downloading it myself shortly before I posted the updates here. [Edit: succeeded from my new home computer. Just tried from my older xp and it failed...]

The only alternative I can see it to break it into 3 parts and post it on the file site I was using before, which has a 400 Mb max file size limit. The problem is, it will make you wait some amount of time (iirc, 100 minutes) between downloads (unless you pay them). That's a drag, but at least it will work. I'll do that this evening when I have time.
 
Believe me... I've looked at a lot of sites to find one that will work (and is free). Mediafire has a 200 Mb file size limit on their free account (so I'd have to break it into 5 parts), and even their pay accounts have download traffic limits that could be a problem (if the mod gets popular).

Here's a fun one: http://www.filedropper.com/. The interface is nice and simple (which appeals to me) but it's a total fake. It has a progress bar that moves when nothing is downloading. (But I'm sure they will take your money.)

The main limit I'm running into now is the file size: very few will take a single very big file, and I haven't even added Heldeofol and Evil sountracks which will double its current size. I think the only solution is to break it up into several files.
 
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