Future World Compatibility

Am I missing something? The MOD doesn't seems to work. It hangs on loading the game. Before turn 1 even starts. I tried using the recent beta CBP modes + Enlighten + CBO-EEv2 + EnD v3 and no custom civs loaded.
 
Am I missing something? The MOD doesn't seems to work. It hangs on loading the game. Before turn 1 even starts. I tried using the recent beta CBP modes + Enlighten + CBO-EEv2 + EnD v3 and no custom civs loaded.

It seems to take a much longer time to load but it will still load eventually if you are patient.
 
You're going to have to more than rearrange the Tech Tree.

There's a quirk going on with Tech Costs.
 

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Changelog:

  • Bastion fixed
  • Carrack movement changed to 4 from 3
  • added Lighthouse to the Tavern science bonus
  • Rationalism doesn't require EE anymore
  • Gunsmith now gives the xp, changed to 20% bonus production and 5 XP
  • swapped some techtree code, hopefully fixes weird tech costs

I haven't tested with the new 6/14 version yet, so if there are some changes to be made, don't be afraid to let me know.
The SotL was intended like an insert between the Corvette -> Ironclad to extend the lifetime of the Corvette. If it's not worth getting, maybe I can change something.

Unfortunately I'm not knowledgeable enough to know what is causing the extended load time. All the civ 5 modding knowledge I have I picked up on this site. If someone knows how to better my code, I'm glad to learn.
 

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I haven't tested with the new 6/14 version yet, so if there are some changes to be made, don't be afraid to let me know.
The SotL was intended like an insert between the Corvette -> Ironclad to extend the lifetime of the Corvette. If it's not worth getting, maybe I can change something.

Unfortunately I'm not knowledgeable enough to know what is causing the extended load time. All the civ 5 modding knowledge I have I picked up on this site. If someone knows how to better my code, I'm glad to learn.

I tested the latest compatibility patch, and noticed from turn 1 that techs from later era were available to research right from the start, those were techs from enlightenment era and information era.
If it helps.. i used Enlightenment era patch v5, latest CBP version June 15th (1.6.15) whitout the EUI interface, Future Worlds version 5, comunity events v1 and Events and decisions- CBP version.
And thank you for this great mod you're making :) it made me wanna play Civ5 like i did the first time.
 
First of all, thanks for making this!

So I was gonna wait to post until I actually played the Era through, but the nature of being a marathon speed warmonger is that my games are frequently over one way or another by the Ren. So I'm gonna drop a little bit of feedback just based on an overview, hope that's ok. Staying away from buildings since I'm not a great city manager even with experience.

1. I personally have already gone in and changed it such that Carracks and Caravels overlap, similar to the way you have it with Muskets and Light Infantry. Both upgrade to Corvettes, Caravels being 4 move exploration vessels and Caravels mini Turtle Ship 3 move coastal fighters. I realize maybe the AI won't always build the right one for their mission, wish I had experience looking into that, but that's likely preferable to me than one column upgrades. I feel the same way about Galleons and Frigates, I just can't figure out an idea to differentiate them. Don't think 1 range can work in the sea.

2. Minor thing, but adding this will give Carracks the fishing boat part of Japan's UA. I'm not smart enough to know why Gazebo had to do it unit class by unit class, but he did.

INSERT INTO Trait_BuildsUnitClasses
(TraitType, UnitClassType, BuildType)
VALUES
('TRAIT_FIGHT_WELL_DAMAGED', 'UNITCLASS_EE_CARRACK', 'BUILD_FISHING_BOATS');

3. This is maybe more than you want for the scope of the modmod, but I feel like it would be fun to move a unique or two to the Enlightenment. I mean, there's 3 on the Tercio and 2 on the musket. One of those (Caros? Minutemen?) could maybe go to Line Infantry or even Light Infantry. Or perhaps one of the 3 Cavalry UUs could go back to being a melee unit on the Ulhan. I understand if you're not interested, but if you are I can even help write any XML or SQL code for the change. If it somehow requires LUA...not so much lol.

4. When I was testing out the Carrack fix, I noticed on the tech tree that the EUI tooltip for both Two Handers and Tercios said that they upgrade Samurais. Not sure what's up exactly, but I tested one Samurai and it upgraded into a Tercio.
 
The tech costs are fine now. Buildings are almost done. We need to find a purpose for the Cloth Mill. Make the Tavern a prerequisite for the Menagerie (Zoo). Give Base Culture to the Theatre and Museum. The Bastion lacks a Maintenance cost; all Defensive buildings have a maintenance cost in CBP.

Now the real issue to tackle is how to give the Enlightenment Era techs the quality that all CBP techs have. Are we going to move down bonuses from other techs down [UI and specialist yields]? Or are going to combine Techs?
 
I tested the latest compatibility patch, and noticed from turn 1 that techs from later era were available to research right from the start, those were techs from enlightenment era and information era.
If it helps.. i used Enlightenment era patch v5, latest CBP version June 15th (1.6.15) whitout the EUI interface, Future Worlds version 5, comunity events v1 and Events and decisions- CBP version.
And thank you for this great mod you're making :) it made me wanna play Civ5 like i did the first time.

Could be an issue with Future Worlds. Did you also use the FW compability(v1) in the OP?

@pandasnail: Sounds good with 1 and 2. I think I forgot about Japan's UA there. Can you post or give me your changes so I can incorporate it? (because I'm lazy :p)

to 3: I'm fine with it as long as you guys come up with the changes since I haven't had the time to play a lot at the moment. Moving UUs around shouldn't require any LUA.

to 4: No clue about the EUI tooltip.

@phatomaxl1207: I'll add the suggestions in the next version. How much base culture would be appropiate?
Feel free to discuss about the EE techs with the people here.
 
3 and 4 Culture for the Theatre and Museum seems good; the Ampitheatre has 2. Or we could boost the Museums Theming bonus instead.

I was thinking of putting an Engineer slot on the Drydock. The Seaport only has 1 to the Train Station's 2. And Engineers could help make Coastal Cities get some production.Coastal cities won't have as many Mines or Lumbermills.

The Weigh House should have a Merchant slot (it doesn't have one).


Now for some Tech Tree changes:

Make Romanticisma and Natural Histroy one Tech.
Make Warships and Armour Plating one Tech.
Make Manufacturing and Imprearilsim one Tech.


Move Lancers (and Winged Hussars) to Exploration.

Move 2H Swordsmen to Chemistry.


What's the Food consumption of Specialists in the Enlightenment?In the Renaissance, it's 3. In the Indurstrial Era, it's 4.

Specialists' Tech Boosts can be moved to give some substance to the Techs (and reduce the filler between them):


Move the Merchant's Production boost from Economics to Sovereingty. The Flight Gold boost to Replaceable Parts; the Telecommunications bost to Electronics.

Move the Scientist's Science boost from Sci Theory to Natural History; the Atomic Theory Boost to Radio.

Move the Engineer's Scinece boost from Industrialization to Fortification. The Rocketry Prodcution boost to Combustion; the Lasers boost to Nuclear Fission.

Move the Writer's Science boost from Military Science to Warships. Move the Internet Culture boost to Computers.

Move the Artist's Culture boost to Archaeology; the Computer boost to Penicilan.

Move the Musician's Culture boost from Radio to Fertilizer. Move the Satelites Gold boost to Refrigeratin.
 
I'll fiddle around with the changes you suggested. What should be the names of the combined techs?

Can't seem to find where the food consumption of specialists is defined. Does someone know?
 
Wasn't this thread about Future Worlds? Why has it been hijacked by the EE mod?
 
I feel that just picking one of the names of the Techs is fine (I would go with the first one listed).

The Circus gives a boost of Culture when built (100); the Tavern could give a similar effect.
 
@pandasnail: Sounds good with 1 and 2. I think I forgot about Japan's UA there. Can you post or give me your changes so I can incorporate it? (because I'm lazy :p)

For the Caravel, all I have is this, then I go into your files and delete the line that deletes the Ocean Impassable promotion from Carracks The I change their movement to 3, again right in your file. For this to really work tho, there might need to be a bigger CS gap, not sure. And there's also the question of which the Trireme and QQ upgrade to in this scenario.

UPDATE Units
SET ObsoleteTech = 'TECH_NAVIGATION', GoodyHutUpgradeUnitClass = 'UNITCLASS_PRIVATEER',
WHERE Type = 'UNIT_CARAVEL';

UPDATE Unit_ClassUpgrades
SET UnitClassType = 'UNITCLASS_PRIVATEER'
WHERE UnitType IN ('UNIT_CARAVEL');

And then this for giving Japanese Carracks their UA

INSERT INTO Trait_BuildsUnitClasses
(TraitType, UnitClassType, BuildType)
VALUES
('TRAIT_FIGHT_WELL_DAMAGED', 'UNITCLASS_EE_CARRACK', 'BUILD_FISHING_BOATS');

to 3: I'm fine with it as long as you guys come up with the changes since I haven't had the time to play a lot at the moment. Moving UUs around shouldn't require any LUA.

So I did some 'historical research' (reading Wikipedia), and it would seem that the Cossack is the only one of the three Cavalry Uniques that can be moved back and sustain historical accuracy. That actually suits my selfish interest well, because I'm not a fan of the Winged Hussar promo Gazebo put on it. So at least for my own games, I'm gonna make it a stronger Ulhan with just the increased damage against wounded promo. New promos is the part I fear might take LUA. Once I've done it, I'll post it, and you, phantom, et al can decide about incorporating.

As for a foot unit, the three choices to move to Line Infantry are the Musketeer, the Caro and the Minuteman. Musketeer are maybe the best choice by my super super in depth research, but that puts France's power even later, probably not going to work. I think I would pick Minutemen, since by that part of the game I don't use the Archer line as much now that I have Cannons. Let me know tho, you or anyone else! Whatever's chosen if anything, again, I'll write the SQL and post here. (Also given the ~somewhat~ historically inaccurate novel, I guess Musketeers could be Two Handers.)

to 4: No clue about the EUI tooltip.

So this bit was in reference to the Samurai. I wasn't sure at the time of my last post, but I've made sure, and yeah, Longswords upgrade to Two Handers and Samurai upgrade to Tercios. Probably an oversight, but I actually think it might be better to have everything upgrade to Tercios. I know it doesn't make actual sense, but Two Handers compete with Cannons for Iron. Two Handers are solid units for sure, but if I only have three or four Iron at that point, I'd much rather have Cannons and Tercios than Two Handers and Muskets. Which might mean not upgrading some of the most leveled up units. And while I can figure it out, I worry about the AI not saving their Iron for Cannons.

Finally, like phantom said, its worth considering moving Two Handers to Chemistry, a rare bottom tech that doesn't have any military units.
 
Ok, so I went ahead and edited the Cossack, so I'll post it and you can decide. Or let me know if you want me to make it into a SQL sheet. One other things first: Bandeirantes doesn't appear to have an upgrade unit, neither Adventurer nor Zeppelin.

Cossack change (I have tested):

UPDATE Units SET CombatClass = 'UNITCOMBAT_MOUNTED' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET Range = '0' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET RangedCombat = '0' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

DELETE From Unit_FreePromotions WHERE UnitType = 'UNIT_RUSSIAN_COSSACK' AND PromotionType = 'PROMOTION_ESPRIT_DE_CORPS';

UPDATE Units SET Class = 'UNITCLASS_EE_UHLAN' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Civilization_UnitClassOverrides Set UnitClassType = 'UNITCLASS_EE_UHLAN' WHERE UnitType = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET PrereqTech = 'TECH_RIFLING' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET Combat = '45' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

DELETE FROM Unit_AITypes WHERE UnitType = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET DefaultUnitAI = 'UNITAI_FAST_ATTACK' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET GoodyHutUpgradeUnitClass = 'UNITCLASS_WWI_TANK' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Unit_ClassUpgrades SET UnitClassType = 'UNITCLASS_WWI_TANK' WHERE UnitType = 'UNIT_RUSSIAN_COSSACK';

DELETE From Unit_FreePromotions WHERE UnitType = 'UNIT_RUSSIAN_COSSACK' AND PromotionType = 'PROMOTION_NAVAL_MISFIRE';

DELETE From Unit_FreePromotions WHERE UnitType = 'UNIT_RUSSIAN_COSSACK' AND PromotionType = 'PROMOTION_ONLY_DEFENSIVE';

UPDATE Units SET ObsoleteTech = 'TECH_COMBINED_ARMS' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET Cost = '450' WHERE Type = 'UNIT_RUSSIAN_COSSACK';

UPDATE Units SET FaithCost = '450' WHERE Type = 'UNIT_RUSSIAN_COSSACK';
 
Sorry for the long leave. I'm busy with tons of exams.
Should I open a new thread dedicated to EE? I wasn't sure since one day I might try to update the FW modmod alongside it :P

Changelog:

  • changed some values for Museum and Theatre
  • changed Carrack and Caravel as in pandasnails suggestion
  • added Bastion maintenance cost
  • combined techs as in phantomaxl1207 suggestion
  • added Carrack to Japans UA
  • copypasted pandasnails Cossack change
  • added slots to Drydock and Weigh House
  • moved Lancers and 2hswordsmen

I'm still on the old version from last time, so if there are some changes to be made, don't be afraid to let me know. I know there are some changes with policies for example that could potentially do wonky stuff.

I rather like the upgrade from longswords to 2H, but I understand the issues with iron. Would it be good to remove the iron requirement for 2H, but up the cost?
 

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Yay new update! So on the Cossack, I forgot to make a civpedia update, which if you follow the github for main mod is kinda ironic. Not at the modbuddy stuff right now, but I'll make one tomorrow.

I have a Minuteman change finished too if you're interested, except I haven't watched the AI use it in Autoplay yet; it seems those 'AI types' are more complicated for foot melee.

Sorry for the long leave. I'm busy with tons of exams.
Should I open a new thread dedicated to EE? I wasn't sure since one day I might try to update the FW modmod alongside it :P

Yeah, probably you should and then if you do update FW come back to this thread.

I'm still on the old version from last time, so if there are some changes to be made, don't be afraid to let me know. I know there are some changes with policies for example that could potentially do wonky stuff.

Since I more focus on the units, the one thing I can say is that Gazebo lowered RCS of galls and frigates to 20 and 30 respectively, so the Galleon should come down too. I've set it 24 instead of 25 to punish a little extra for the no iron. Still wish I had a better idea to separate them out. I'll look for more stuff when I play.

I rather like the upgrade from longswords to 2H, but I understand the issues with iron. Would it be good to remove the iron requirement for 2H, but up the cost?

I like the normal upgrade too, I'm aware my proposition is goofy, I just worry for the AI. I might even be overthinking it. I just love Cannons is what it comes to. Even Frigates I believe can overlap before Line Infantry, don't have the tech tree in front of me, tho Frigates are worse when they aren't the first ocean going ranged, so not as important. Your idea of removing the Iron probably is better tho, if something does need to be done.
 
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