Tomice
Passionate Smart-Ass
Can you by chance post how to clear your cache?
There are 5 files in ..../My Documents/My Games/SMCiv5/Cache.
You have to reactivate your mods after deleting them, btw.
Can you by chance post how to clear your cache?
<Update>
<Where Type="PROMOTION_HOVERING_UNIT" />
<Set Amphib="true" River="true" />
</Update>
The only documentation of CiV's Lua API we have is a list of function names, and that list doesn't even include parameters or usage. There's no indication at all of what events are available. It's mostly a guessing game.The swap promotions code was done focusing on readability and keeping the process simple. There's always tradeoffs between that and efficiency, and I think there's few enough units on the map the execution time is probably only a fraction of a second. Adding checks can even increase execution time in certain situations, since condition checks are inefficient (I think jumps are 42x the cycles of an addition on Intel processors due to how pipelining works). As a result I'm uncertain skipping promotions would save time. The condition [if unit does not have shock I, skip shock II] would require checking prerequisites of shock II, likely just as much processing as checking for shock I directly. I could code the table in tiers (melee1 melee2 melee3 in a single row) though it wouldn't scale well if someone wants to mod in shock IV and shock V promos... would require changing the xml structure. Checking each one individually seems simpler.
I agree the ideal solution would be to simply run it when units upgrade! I searched through the Events and didn't a hook for that unfortunately. One might exist, but the documentation we have for Lua is scarce at best. If you can find such an event it'd be great. The GUI has an event when the upgrade button is clicked, but it wouldn't run for AIs.
UPDATE Buildings
SET Defense = ROUND(Defense * 2 / 100,0) * 100
WHERE BuildingClass = "BUILDINGCLASS_WALLS";
UPDATE Buildings
SET Defense = ROUND(Defense * 2 / 100,0) * 100
WHERE BuildingClass = "BUILDINGCLASS_CASTLE";
UPDATE Buildings
SET Defense = ROUND(Defense * 2.08 / 100,0) * 100
WHERE BuildingClass = "BUILDINGCLASS_MILITARY_BASE";
<Where Type="PROMOTION_HOVERING_UNIT" />
<Set Amphib="true" River="true" />
Regarding siege, a 75% cap on bonuses wouldn't be possible anyway since spearmen have 100%.
@Tomice
I'm really not sure what the issue might be if you're not using other mods that interact with defensive buildings. The BC - City Defenses.sql file simply doubles the vanilla values, which should result in 10, 15, etc. The buildings have the proper values ingame for me.
@Txurce:
Upgrading pikes to Muskets rather than Rifles seems reasonable to me. Neither makes much sense to me, but the gap reduction is desirable. And I'm with you about not allowing UU promotions to upgrade. The couple of civs where it seems to beef them up by necessity (Janissaries) is IMHO outweighed by a larger # of civs where it feels OP for already good civs (e.g. Chu-ko-nu).
@Txurce
Check out the "Compatibility" note in the first post or the mod readme.
I'm not sure about AI Battle Tweaks though, as I stopped using it after patch 1.0.0.62 improved the tactical ai.
Well, it would solve two issues at once. Introducing additional scouting units seems like a lot of work compared to the gameplay value it would give, and finding a good niche for musketmen isn't that easy either.I see the connection between scouts and paratroopers, but not with muskets. That there's basically not much use for muskets - I built one Janissary out of respect in my Ottomans game - is a different issue altogether.
I agree with that, especcially since the benefit of keeping UU-promotions can be far easier exploited by humans than the ai.Just as there's a downside to getting a good late-era UU like the Panzer, there should be some downside to having an early one. That's why, to spill into a discussion in the Obsolete Promotions thread, I think UUs' traits shouldn't upgrade. It's too much of an advantage for the early UUs (which are already generally viewed as preferable anyway).
I fixed the coal resource issue and updated the Balance - Combined pack (the fix is in Attila's mod).
With the ability to upgrade scouts to paratroopers, shouldn't the latter also get the ignore-terrain-cost-promotion.
My question wasn't so much about compatibility so much as pros and cons. One seeming difference is that City Defenses is balanced with the change in siege units, whereas Active City Defense is not. Is this correct? I'd be curious to learn anyone's opinions on this.
Just as there's a downside to getting a good late-era UU like the Panzer, there should be some downside to having an early one. That's why, to spill into a discussion in the Obsolete Promotions thread, I think UUs' traits shouldn't upgrade. It's too much of an advantage for the early UUs (which are already generally viewed as preferable anyway).
AND NOT (
Type = "PROMOTION_JAGUAR" -- jaguar
OR Type = "PROMOTION_PARTIAL_HEAL_IF_DESTROY_ENEMY" -- jaguar
OR Type = "PROMOTION_FASTER_HEAL" -- immortal
OR Type = "PROMOTION_MOHAWK" -- mohawk
OR Type = "PROMOTION_SPAWN_GENERALS_I" -- companion cavalry
OR Type = "PROMOTION_ANTI_MOUNTED_I" -- siamese elephant
OR Type = "PROMOTION_CITY_ASSAULT" -- songhai cavalry
OR Type = "PROMOTION_SECOND_ATTACK" -- chu-ko-nu
--OR Type = "PROMOTION_RANGE" -- longbowman, wouldn"t make sense on rifleman
OR Type = "PROMOTION_SPAWN_GENERALS_II" -- samurai
OR Type = "PROMOTION_IGNORE_TERRAIN_COST" -- minuteman
OR Type = "PROMOTION_HEAL_IF_DESTROY_ENEMY" -- janissary
OR Type = "PROMOTION_FREE_PILLAGE_MOVES" -- sipahi
OR Type = "PROMOTION_EXTRA_SIGHT_I" -- sipahi
OR Type = "PROMOTION_STRONGER_VS_DAMAGED" -- cossak
OR Type = "PROMOTION_FOREIGN_LANDS" -- foreign legion
OR Type = "PROMOTION_ANTI_FIGHTER" -- zero
OR Type = "PROMOTION_EXTRA_SIGHT_I" -- ship of the line
OR Type = "PROMOTION_IGNORE_TERRAIN_COST" -- scout
);
Two things I've been considering... would love to have opinions on these subjects.
- New Medic II promotion available to Recon units, increases range to 2
- Frigates and Ironclads start with Demolish promotion (same as siege units)
The first point is to give scouts a purpose after the map is explored. The second point is because from a gameplay perspective, ships are really quite pointless right now for all but a water-heavy map. Their attacks against a city only did 1-2 damage even in vanilla, and enemy units are rarely in range (other than barbarians). It also makes sense from a perspective of realism, since naval cannon are basically just smaller versions of land-based cannon. Each pair of land/sea cannon are also at equal tech levels.
With the other changes from this mod, thecomparisons are:
Frigate 17, cannon 21
Ironclad 22, artillery 24
I agree with the rationale behind jacking the coastal shelling of frigates and ironclads. However, I don't see why an ironclad would be so much more powerful than a frigate. Wasn't their advantage the ability to take a hit more than delivering one? Making them so close to artillery when their era passed before artillery really existed seems OP and historically off.