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

Thanks for the icon file. Rescaled crowns attached.
 

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Believe it or not, I've never yet imported an icon into the mod. I'm having a bear of a time getting the above into an atlas with proper transparency. I'm probably using the wrong template atlas (actions don't have borders and aren't circular). Would anyone want to get me started with new EaActionAtlas45 and EaActionAtlas64? These should be the first (upper left) on an 8x8 template.
 
Smoothest game yet, no AI's retaking cities, no lua errors. CTD in between turns, I've included log and save file.

Great start with loads of elephants, but I gimped myself a little by waiting to improve elephant camps in order to found RoL. Bad choice, but it's King, so no biggie.

AI had a strong outing, with two civs doing some conquering...crossbowman and horsemen on the field, ten cities or so for the runaway civ.

I do think there should be at least one more tech requirement before elephant archers are available...it's just feasible to use them as your first line of defense, as I did in this game. I was double DOW'd about turn 100 or so, right when the first two tusk-slingers came out, and i handily mopped up the first civ with little else but a tracker.

Cheers for a great mod...let me know how else I can help this become a beta!
 

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For v10 many buildings are getting a science% boost (further modified by policy) to help counter Knowledge Maintenance. This should allow continued (though not easy or infinite) progress for research focused civs. Here's the full set of relevant buildings:

Library: 0.5s/pop; 1c; +5%s (+5%s w/ Scholasticism); 1 scribe
Scribes' Guild: 1s; +1%s (+1%s w/ Scholasticism); 2 scribes
Monastic School: 2s; +2%s (+3%s w/ Scholasticism); 1 scribe
Apothecary: 2s/Reagents; +2%s (+3%s w/ Scholasticism) --yes, I will have Gatherers' Hut working

Paper Mill: 2s2c; +5%s (+5%s w/ Academic Tradition)
University: 1c; +10%s (+15%s w/ Academic Tradition); 1 scribe
Academy: 3s; +5%s (+5%s w/ Academic Tradition)

Printing Press: 4s; +5%s (+5%s w/ Rationalism)
Observatory: 6s; +5%s (+5%s w/ Rationalism) --now fixed to require mountain
Laboratory: 4s; +5%s (+15%s w/ Rationalism); 1 scribe

Museum: +25%c; +2%s (+3%s w/ The Arts); 1 artisan


One thing I need to know is whether the AI (including city manager for human) assigns scribes in a city where total research modifier is at -100% or worse. Does anyone know for sure if that is or isn't the case? That would add some urgency to figuring out what to do with the scribe slots for this situation. (It's possible the game engine sees no value in these, since they don't give GP points as far as the game engine is concerned [the mod has its own GP point counting system]. So it's just barely possible that AI is smart enough not to assign them.)
 
Is v10 up yet? If so you might want to edit the link's text. lol

Glad to see some extra science. lol I'll keep an eye out for rogue scribes... >> smart and tricky berks... lol

Edit: Finding it very strange that Chariots can't become Chariot Archers... possibly add it as an alternate upgrade path?
 
Chariots upgrade to Horsemen. Chariot Archers upgrade to Horse Archers. Promotions work out much better that way.

Funny enough, I just added unit art for both of these and am testing right now.

I'm laying siege to a city state with a archers and chariot archers to try out a new interesting game mechanic. Will post v10 after I get it working or give up for now...
 
Éa II, v10 posted in OP (will break saves)

Mercenaries!, Orcs!, and city-conquering archers! Oh my!

  • Includes v9 hotfixes
  • Added Mercenaries UI panel. It can be reached either from the diplo corner or from a Mercenary City State dialog box (the latter only if you are allies or have the Mercenaries policy). This is where you view and hire Mercenaries from other full civs (w/ Mercenaries policy) or Mercenary City States.
  • [AI] Merc city states and mercenary full civs (Hippus and some other military oriented) will put up surplus units for hire as mercenaries. Full civs still need policy to do this.
  • [AI] Most other city states and full civs will consider hiring mercenaries if their power is below parity or they are threatened. Only hire if civ has funds and applicable strategic resource. Hire priority based on unit proximity and price discount.
  • [AI] Civ will dismiss mercenaries if they lack needed strategic resource or funds
  • Strong Mercenaries Promotion: +20% attack/defense if this is a hired mercenary unit
  • Hippus horse mounted units get Strong Mercenaries promotion
  • [AI] Civs will favor Strong Mercenaries (first to be hired and last to be dismissed)
  • Militarism opener: +15% military unit production; always see barbarian camps
  • Tradition opener: +1s1c from capital
  • Commerce opener: +3g from capital
  • Improvements to policy help text
  • Fixed a bug in WhosWinningPopup.lua that would prevent other subsequent popups
  • Fixed bug allowing CSs to build settlers
  • Added crown from Lplate for Take Leadership action icon (needs resizing)
  • Added Deliverator's Orc Spearman for the Heldeofol warriors unit (will appear as a barb unit now) :D
  • [Balance] Reduced Mamonas civ effect to +1g from Gold & Silver and +0.5% on treasury per turn in capital
  • [Balance] Reduced National Treasury effect to +mod% / 20 on treasury per turn
  • [UI]Top Panel fixed to properly reflect gold per turn gain/loss from GP activities and Mercenaries (still doesn't show Merchant trade action effect)
  • Timber can be traded and Timberyard built with Sailing, Mathematics or Archery (covers all units that need Timber)
  • Fixed Observatory so only buildable next to mountain
  • [Balance]%science modifiers added to all research buildings that didn't already have it; details here
  • Hooked up Gatherers' Hut for Reagents
  • Added Chariot unit art (danrell's Viking Chariot)
  • Fixed Chariot Archer unit art
  • Ranged units will conquer a city if they are adjacent and knock it down to 1 hp.

Enjoy! I'll try to get an updated Manual out in the next few days...
 
When I converted the religion of this city, ownership switched to me. I am currently at war with that civ in this save. Including save before and after glitch.

Slavery seems to be working fine, and I have gotten a lot more barb activity early on, which livens up the early game.
 

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Hey Pazyryk.

I'd like to let you know I am following this mod with interest. Didn't have the courage to install it yet (don't like to fiddle around with alpha versions) and BNW will keep me occupied for a few months, but I have high hopes that your mod will become for me what FFH was for me in Civ4 (i.e., something I would play more than the base game).

One question: what are your plans regarding BNW? Will you switch to it at some future point or will you keep coding for GnK. If you're going to switch, do you have some ideas on how to use the new mechanics in your mod?
 
Question, is the chariot archer unit art the only unique art for now, along with the orc stuff? Because it looks quite nice. Hope we get some more unique art soon.
 
When I converted the religion of this city, ownership switched to me. I am currently at war with that civ in this save. Including save before and after glitch.
I just figured this out yesterday. If a unit "appears" in an enemy city, the city becomes conquered. That's how my archer city conquest works -- I just teleport the archer onto the city when conditions are met. It even works for civilian units, so this is the source of some nasty city takeover bugs by GPs. Happens because GPs "disappear" while performing an action but then reappear when finished. (Shhhh! Don't tell anyone, but I think you can take an enemy city by simply walking onto it with any GP.)

There should be a hotfix for this later tonight...


One question: what are your plans regarding BNW? Will you switch to it at some future point or will you keep coding for GnK. If you're going to switch, do you have some ideas on how to use the new mechanics in your mod?
I probably won't update to BNW for a long while. The only mechanism I'm sure I want is the "international" trade routes. We already have that in Éa but the UI in BNW looks much better. Otherwise, BNW seems to be very focused on late game and other mechanisms (tourism) that I don't need at all. Of course, if it has better AI or modding tools then I'll update in a heartbeat.

Keep in mind that this mod (and most other "big" mods) will break sometime soon when the pre-BNW patches start coming. That's based on past experience when G&K came out. Some methods and DB items were changed and they back-ported these to the vanilla game. Nothing anyone can do about it. I'll update the mod code after modders have figured out what changed.

Sometime after the flurry of post-BNW patches I expect to start some DLL modding. I've been holding back on that because DLL mod code has to be rewritten (more or less) with each Firaxis update to the DLL. I'm guessing we will see the last Firaxis update to Civ5 DLLs late this year.

Question, is the chariot archer unit art the only unique art for now, along with the orc stuff? Because it looks quite nice. Hope we get some more unique art soon.
Me too! I'm dependent on others for 3D unit art. There is a new Ogre unit that will appear in the mod soon (as another barb unit). Once we have enough baddies, I will add the Heldeofol as a third playable race. Down the road, I hope to have Éa-specific replacements for all base unit art (with race-specific art and some civ-specific unique units).
 
I'm having issues getting my great people to do the things they're supposed to do... For example, the last game I played I had a Sage in my capital under orders to build the great library. Imagine my surprise when several turns later, I cycle through my great people to discover that not only has my druid (who long should have completed the Ritual of Barrakheia) only made two turns of progress, but the Sage has only made 1 turn, leaving 24 turns left to build the Great Library. I'm going to do a fresh install again, but somehow I doubt that this was my fault as I wasn't getting any Lua errors. Could have something to do with the GP going Invisible...
 
@Lyrrix, post Lua.log for the above situation. I may be able to spot the problem.

For Great Library, there is a large production requirement that may cause the delay if the city has little production. You should see notifications when this happens. But that doesn't explain the Ritual delay. The Lua.log will tell me if these are not updating progress each turn (and hopefully why).
 
v10

I'm trying the militaristic approach. Will keep this post updated so check back.

few issues with Civs bonus/naming:
- Agartha bonus (+1p1c on mined resources) does not work
- I researched Bronze Working and got the Vincha civilization even if I was not the first civ to research BW, though the first civ to it already had a name when it researched it (I assume). Maybe you miss a check there? I know this thanks to the IGE mod that I use to double check this kinda stuff. I gave myself a light infantry through IGE 1 turn earlier to avoid becoming Vincha because I wanted to test Sisukas.
- edit1 Sisukas bonus doesn't work, I don't think there is a drill promotion at all.
- edit2 Mayd bonus also doesn't seem to work.

- as you probably know farm2 still won't show, although the art def seems to be in order.
- crown icon needs more work ;) (I would remove the borders)

- lua.log with error at line 62151
 

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Civs definitely need a good look again for missing/crazy effects, and some help text on the popup window. I could easily spend hours on that but other things keep coming up.

Copper seems to be invisible too, at least when it is in an open grass or plains plot. That one has me stumped for the moment. Some others are almost invisible when a forest or jungle overgrows the plot. So remember to look at strategic view to see what's around.

Yes, my crown implementation was pretty miserable. The graphic is fine but the way I put it in the template was bad. Just shows that I don't do art very well.

My guess is that conquest will be pretty easy. The last thing I wanted to do was bump up city hp from 200 to 300 or maybe even 400, but v10 shipped without that. Cities would still do the same damage against adjacent units, but it would take longer to wear them down.
 
@onedreamer, A lot of the errors in that Lua.log (possibly all of them) are related to Éa not playing nicely with IGE. It would be nice if folks could use IGE, but it will be a large undertaking to make these fully compatible. The problem is that when IGE changes something (like a tech or a GP) it doesn't take into account all of the added mechanisms in the Éa code. So then Éa data gets corrupted and things go downhill from there.

Also, remove Éa versions 5 through 9 from your MODS folder. (Yes, I have spies everywhere.) Believe it or not, Civ5 will sometimes (for reasons I don't understand and can't begin to imagine) grab a file from an older version of a particular mod. I know that sounds crazy but it happens. Hard to troubleshoot when you don't know what files Civ5 has chosen to run.
 
Hotfix a for v10. Download and "Extract Here" inside your MODS folder.

This should fix the remaining cases where GPs "conquer" a city inadvertently.

Also makes the crown icon bigger (well... it's too big now, but an improvement anyway).
 
Attaching a save file and Lua from the game I'm playing now. Still having that issue with GP producing their buildings. Have 6 Great Sages in my capital building different things (Tomes/Great Library/Academy)... Capital is producing a base 35 (on the current turn) production with a -80% modifier for +9.8 production/turn.

They've been at it for a while now, and when I cycle through them, they progress. If I leave them alone for a turn, they don't do anything. Thus why I'm attaching the files, maybe you'll be able to figure out what's happening. I hope so.

Save file is from before this point, but it needs to be brought up:
By the way, ranged horse units need to be slowed down... I can easily take any city with hit and run tactics with these bad boys. Either that, or increase the range of cities LOS for their ranged attacks back to two squares. (I mean, I was playing on easy mode (aka Chieftain) for testing purposes, but 4 of these guys just conquered 3 city states without any sort of help and sustained very little in the way of damage to slow them down any at all.)
 

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Here's an Illegal Druid Lua Error from about 30 turns later. Have fun!:woohoo:

Edit: Also, if the Sidhe are immortal, shouldn't they be somewhat more resistant to the ravages of disease and plagues? Just saying... :lol::groucho:

Edit 2: Great Sage action 'Build Academy' tooltip still says 'Generates 5 Research'...

Edit 3: Tome of the Leviathan is not causing Whales to generate 2 Science.
 

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@Lyrrix,

Very strange. There is some code that is supposed to run when the human player ends the turn by clicking Next Turn or hitting return. I just checked it and it works in my game every time. But it's not running for you in the vast majority of turns (the first time it did run was turn 158). This is what triggers the human player GPs to do what they are supposed to do.

So... can you tell me EXACTLY how you end the turn in your games?
 
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