CiVUP - CiV Unofficial Patch

Another helicopter bug for you: they have a promotion which says "Can't capture cities" but it should actually say "Can't capture workers".
 
I'm uncertain about that one. It might be they intended helicopters to not capture cities, but have a bug referring to non-combat units instead of cities. The internals are ambiguous... the promotion's attribute is <NoCapture>, so it's unclear if they intended the tooltip behavior or gameplay behavior. Their inability to capture workers seems a little odd considering precedent from earlier Civ games.
 
I dunno if it is this or Attila's mod which adds the specialist slot display, didn't find it in either thread, but:

1. The Garden provides an artist specialist slot. The tooltip does not mention this.

2. The Oxford University tooltip says it provides 2 Engineer specialist slots. I don't think this is true (not tested yet though).
 
@Lazy Knight
I'd noticed the Oxford University error too and fixed it (should say Scientists), but overlooked the Garden... no idea that had a slot. Thanks for pointing that out.

@player1 fanatic
Thanks for mentioning that, I keep forgetting about it.
 
I just noticed another promotion bug.

Similar to the issue with artillery to rocket artillery upgrade, chariots upgraded to knights or other mounted units keep "rough terrain penalty", so they would still end movement in rough terrain regardless of remaining movement points.
 
I kept the changes to promotion upgrades in the Combat mod because it's a little hard to tell where the line should be drawn between "everything upgrades" and "only player-chosen promos upgrade".
 
Makes sense. Although those more obvious to be bugs, like artillery (already done) and chariot penalties should really be removed on upgrade. Otherwise you get gimped unit on upgrade (knights/cavalry that move as chariot or rocket artillery that needs set-up).
 
Another tooltip issue: I noticed in CIV5Buildings.xml that the policy reduction for Christo Redentor is 25%, whereas the help text says 33%. The difference is small; I guess nobody (including me) ever did the calculations on it.
 
Another tooltip issue: I noticed in CIV5Buildings.xml that the policy reduction for Christo Redentor is 25%, whereas the help text says 33%. The difference is small; I guess nobody (including me) ever did the calculations on it.

Don't be sure it's either of those numbers... if it's anything like penalty and bonus calculations it could be:

1/1.25 = 0.8 = 20%
 
VictoryProgress.lua miscounts allied CS UN votes (and probably liberated civ/CS votes too) when the CS is subsequently captured. Details and some saves are posted in the confirmed bugs forum.

My proposed fix (which works in very limited testing) is to change lines 709 and 710 of that file from
Code:
    				if(v:GetTeamVotingForInDiplo() == pTeam) then
    					if(i == pTeam and curPlayer:IsAlive()) then
to
Code:
    				if(v:GetTeamVotingForInDiplo() == pTeam and curPlayer:IsAlive()) then
    					if(i == pTeam) then

There's another bug there that miscounts the "Total Available Diplomatic Votes" on the summary page because it counts the Barbarians as having a vote. A fix for that one is to change line 700 from
Code:
   			if(v:IsAlive()) then
to
Code:
   			if(v:IsAlive() and not v:IsBarbarian()) then
 
I'm not sure how the modular nature of civ5 mods works now, but is there anything in the latest version of this mod that would overlap anything in the new patch? Can I use the patch now or do I have to wait for an update?
 
@Minor Annoyance
These fixes were included in 1.135, I'm removing them for the next version which should be out this weekend:
  • With luck a Scout could turn into a Rifleman or better in the ancient era and wipe out a continent. Ancient Ruins no longer can provide such a dramatic tech leap.
  • Happiness calculation now includes garrisoned units (display bug only).
  • Fixed bug with pipes between techs (display bug only).
 
The issue with promotion upgrades is something I addressed in the Combat mod (second item on the details list). The reason I didn't alter it in the unofficial patch is uncertainty over where to draw the line. "Attributes" are the term the game uses to refer to promotions specific to a unit type, based on particular characteristics of the unit (as opposed to generic promotion upgrades like Shock). You could have:
  1. No attributes obsolete (vanilla game)
  2. Negative attributes obsolete (artillery -> rocket artillery no longer requires setup, etc)
  3. Negative attributes and positive, non-UU attributes obsolete (pikemen -> riflemen loses its mounted bonus, since they no longer use the Pike weapon)
  4. Negative, positive, and UU attributes obsolete.

In the Combat mod I chose level 3. I could include level 2 in the unofficial patch though, if you feel it would be justified.

In addition to this, I also did a few other fixes to promotions in the combat mod. For example, units with blitz upgrading to Helicopters end up being insanely overpowered against inferior forces. One such helicopter can wipe out 6-7 units in 1 turn, practically the entire opposing army (since Civ V has fewer units per army). I changed it so Blitz is replaced with Logistics when upgrading to Helicopters. Issues like this aren't necessarily "bugs" though, sort of a fuzzy line between obvious patch material and general gameplay balancing.
 
Personally, I feel 2. is justified to be considered bug, or oversight. After all, one such issue is indeed fixed in patch (set up artillery). Other "may" follow in future patches.

3. is tricky, since for example riflemen get big boost if upgraded from pikes, but if it is removed, then Terico upgrade suffers (they have free +100% vs mounted).

4. is something that I think was deliberate to stay after upgrade. Another reason why modifying 3. is tricky.

Drawing line after 2. is best bet, since there is blurred line between unit bonus abilities and UU-bonus abilities (Pikemen vs Terico), while there is no such issue with penalties.


EDIT:
Currently, following penalties (as far as I'm aware) carry over after upgrade:
-PROMOTION_ROUGH_TERRAIN_ENDS_TURN (chariot archers)
-PROMOTION_MOUNTED_PENALTY (cavalry)
-PROMOTION_DEFENSE_PENALTY (lancers)
-PROMOTION_NO_DEFENSIVE_BONUSES (lancers)
 
I would definitely say it's stupid if riflemen are better if upgraded from pikemen than if upgraded from swordmen (or built from scratch).

You're right, though, that the bonus might make sense for units upgraded from the Tercio.

The fact that a Spanish rifleman upgraded from Tercios is stronger than other Spanish Riflemen is somewhat contra-intuitive, though. Not sure how to solve it, however.
 
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