(3UC) 3rd Unique Component Project

Having said that, I get your point of the current Indonesian civ being mostly Javanese.
For me it's even better if we choose the next unique for someplace else from Indonesia, but I can understand if someone would prefer to keep them strictly Javanese

Perhaps a unique unit that was used by Majapahit itself is better.

CETBANG

Cetbang is a ship that can bombard cities from afar, using some sort of hand cannon. Majapahit ships is usually equipped with this weapon. Yes, gunpowder was used by Majapahit, though the quality is still bad. The weapon itself is made of pure bronze, unlike the European version that already known metallurgy at that time. It could replace Galleass, and have more ranged attack strength. One of the Cetbang is a collection of the Metropolitan Museum of Art in New York (see the link)

Spoiler :
Spoiler :
Spoiler :


layar tanjaq is also utilized in Javanese Jung, I think.
For more information regarding the differences between Chinese Junk and Javanese Junk, I think another Indonesian that write this post (also in CFC) explain my point better. They had plan to create Indonesian civilization but cancelled (probably because BNW is released?) They had already create Indonesian icon (which is more accurate than Firaxis') and Sukritact also already create Candi icon as well.
 
Isn't Cetbang only the name of the hand-cannon itself, not the ship? So I don't really like the name here.
I guess you can choose Jong Ships for Indonesia too, while China also having their version as War Junks.
Maybe they are different enough. "Indonesian Jong/Jung ships are derivered from Chinese Junk, but modified with different construction"
I still prefer Padewakang or even Phinisi though. As I said, for me it's even better if not everything is from Java.
 
The Iroquois did not have totem poles.

Btw, do you plan to add support for more non-Firaxis civs?
As a hungarian, it always bothered me how they handled Austria.
Maybe a few here and there, like I did with Canada and the Inuit. There are a LOT of modcivs though, and I've had people request components for everything from Australia to My Little Pony. It's just not feasible.

But please feel free to make your own 3UCs.

Anyways, lots of good suggestions. Already got the Oromo going for Ethiopia a while ago, but there's just no good art. Same thing for other components. Cetbang/Borobudur ship is already done, mostly.
 
Making a lot of headway on the 4UC project. Got about 35 of the 44 civs roughly worked out:

Preview of new units

Land units, from left to right,

"Royal Rifleman" (Siamese rifleman), Gungdo Archer (Korean Crossbowman), Ghazi (Arabic Lancer), Golden Horde (Mongolian Lancer), Mosqueteiro (Brazilian Musketman), Oromo Warrior (Ethiopian Musketman), Obsidian Warrior (Aztec Swordsman), Sohei[Warrior Monk] (Japanese Pikeman)

Naval units,
Vasco da Gama (Portuguese destroyer), vanilla Destroyer (for compairson), Galleon (Spanish Caravel), vanilla Caravel (for comparison)

Many of these models were contributed by Civfanatics users, which makes my life much easier.

Biggest gaps right now are the nomadic civs. Zulu, Shoshone, and Huns, specifically. I'm currently thinking something like the Buffalo Pound for Shoshone (inspired by the Blackfoot modciv; their civilizations overlap a bit). Currently experimenting with the "Eki" UI for the Huns from the CommunityBalancePatch.
 
Unless I missed a requirement that the player also needs to use whoward69's various mods component dll, or the UnifiedYieldsCommunityPatch dll, you have some minor problems still outstanding:

This table is global. It is the same one as is used by Statue of Liberty. Every copy of such a building would increase the yields of ALL specialists everywhere in the empire by the stated amount of change specified for <Yield>. In your case, however, it does not matter since statments of YIELD_CULTURE for <YieldType> do not actually work without a dll (or a very difficult to impliment lua).
Code:
	<Building_SpecialistYieldChanges>
		<Row>
			<BuildingType>BUILDING_WAYANG</BuildingType>
			<SpecialistType>SPECIALIST_WRITER</SpecialistType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>3</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_WAYANG</BuildingType>
			<SpecialistType>SPECIALIST_MUSICIAN</SpecialistType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>3</Yield>
		</Row>
	</Building_SpecialistYieldChanges>
This table does not function for YIELD_CULTURE without at least an lua to create the culture yield. The table also does not work with Faith. I think Pouakai may have made an lua for Faith and this table, and perhaps one for Culture.
Code:
	<Building_YieldChangesPerPop>
		<Row>
			<BuildingType>BUILDING_BALLCOURT</BuildingType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>10</Yield>
		</Row>
	</Building_YieldChangesPerPop>
And for those nit-picking a bit, the standard Stable does not give XP anyway, it merely speeds the production of mounted units in addition to increasing production on Horse Pastures, etc.
 
Isn't Cetbang only the name of the hand-cannon itself, not the ship? So I don't really like the name here.
I guess you can choose Jong Ships for Indonesia too, while China also having their version as War Junks.
Maybe they are different enough. "Indonesian Jong/Jung ships are derivered from Chinese Junk, but modified with different construction"
I still prefer Padewakang or even Phinisi though. As I said, for me it's even better if not everything is from Java.

I'm not sure. Cetbang, afaik, is also the name of the hand-cannon only. But I saw in other forum that refer to "ship carrying Cetbang" = "Cetbang" or "kapal Cetbang" (literally Cetbang ship). No idea why there's no specific name for the 'ship carrying Cetbang' and I wouldn't go as far as to ask the Indonesia's Archeological Department haha

Spoiler :


I couldn't get enough differences between kapal jung and Padewakang either.. and after reading several more articles I think Padewakang is a good choice for 4UC, if only we could get somebody to graphic it (especially the unique square-shaped sails). Padewakang, also known as Perahu Makassar, is probably was the kind of ship that bring Macassan traders to Northern Australia to gather sea cucumber. Phinisi looks kinda similar to the newly added Spanish galleon, so I prefer Padewakang as well.
 
- wodhann - for the Cothon icon and Redcoat unit flag
Actually, I also made the Sambadrome, Waag, Agora, Yurt, and Ger icons as well. Also I'm pretty sure I helped with the Redcoat texture.

You probably missed this because they were presented in a separate thread where I did requests and stuff.
 
I had used the incomplete Credits_and_Special_Thanks.txt file that mrc2022 included with the project files. Sorry to have excluded those credits. The images are top quality, I must say. :goodjob:
 
I kind of want to add 3UCs to my greek civs, like a trireme replacement for Athens.
How might i go about doing this?
 
Build your component as you normally would, but in a separate file. Be sure you have the Civilization_UnitClassOverride specifying your modCivilization. (You can build it within your Greek mod, then transfer it to a different file if you want to).

Importantly, you must set the 3UC mod to have a dependency on your Greek mod. Under the properties section, click ASSOCIATIONS and then the ADD MOD button. Then add the mod ID number from your Greek mod to the 3UC mod. This ensures that the 3UC mod loads AFTER the Greek mod.
 
Alright, I've gotten 43 unique components for the 4UC mod and I'm playtesting them now. Here are a few that I'm not satisfied with:

Byzantine Basilica (Temple) - Currently just using a modified Hagia Sophia icon- could be improved

Greek Platonic Academy (Library) - National College yields +1 Science for every Platonic Academy. Always hesitant to give a civ more science...

Persian Fire Temple (Tmple) - Icon is mediocre. Could be improved.

Portuguese Vasco da Gama (Destroyer) - I think this one is pretty good, but a late-game bonus might be underwhelming to some.

Roman Thermae (Garden) - Not a very exciting bonus for Rome, especially since they have a Forum in the 3UC. Perhaps replace with another UU?

Shoshone Bison Pound (Water Mill replacement) - My icon isn't great. Could be replaced.

Siamese Scarecrow (Rifleman) - More of a "Thai" unit than a Siamese unit, but it is difficult to find unit models for Siam.

Songhai Treasury (Mint) - Wasn't sure what UB to give to Songhai, so they have a stronger Mint. This is pretty good, but needs a better icon than the one I made.

Swedish Skola (Public School) yields 2 science for every 3 citizens, instead of every 4. Maybe too strong (tampering with Science is always tricky). A Swedish city of 36 citizens will yield an extra 3 Science (before modifiers)

Other than these few, I'm quite happy with the components, and I think everyone else will like them too.

EDIT

For the record, all the civs have 2 UU except for the following:

Babylon: 1 UU, 3UB
Zulu, Morocco: 1 UU, 2 UB, 1 UI
Netherlands: 1 UU, 1 UB, 2 UI

Huns, Germany, Celts, Poland, Russia, Carthage, England, Mongolia, Denmark, Spain, Japan, Korea: 3UU, 1 UB
 
Shoshone need something else. The buffalo pound is a bad choice for them.
 
You could have the Platonic Academy generate culture instead of extra science. I always thought some sort of culture boost would be appropriate for Greece.
 
Alright, so I uploaded the latest version of the 3UC project to Steam's workshop, which includes code fixes and a new version of the Aztec Eagle (now a Spearman instead of scout). More importantly, I also uploaded the first version of the complete 4UC project! Yayyy!

I've spent all my free time for the last month working on this, so I hope y'all enjoy it. I'll probably make a few more individual components, and correct any errors and respond to any feedback.

I'll upload a stand-alone version to the forum tomorrow. For now,

3UC: https://steamcommunity.com/sharedfiles/filedetails/?id=392162444

4UC: https://steamcommunity.com/sharedfiles/filedetails/?id=415349082
 
Thanks for including some awesome content for CL civs! Let me know if you need any future ideas :)
 
Unless I missed a requirement that the player also needs to use whoward69's various mods component dll, or the UnifiedYieldsCommunityPatch dll, you have some minor problems still outstanding:

This table is global. It is the same one as is used by Statue of Liberty. Every copy of such a building would increase the yields of ALL specialists everywhere in the empire by the stated amount of change specified for <Yield>. In your case, however, it does not matter since statments of YIELD_CULTURE for <YieldType> do not actually work without a dll (or a very difficult to impliment lua).
Code:
	<Building_SpecialistYieldChanges>
		<Row>
			<BuildingType>BUILDING_WAYANG</BuildingType>
			<SpecialistType>SPECIALIST_WRITER</SpecialistType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>3</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_WAYANG</BuildingType>
			<SpecialistType>SPECIALIST_MUSICIAN</SpecialistType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>3</Yield>
		</Row>
	</Building_SpecialistYieldChanges>
This table does not function for YIELD_CULTURE without at least an lua to create the culture yield. The table also does not work with Faith. I think Pouakai may have made an lua for Faith and this table, and perhaps one for Culture.
Code:
	<Building_YieldChangesPerPop>
		<Row>
			<BuildingType>BUILDING_BALLCOURT</BuildingType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>10</Yield>
		</Row>
	</Building_YieldChangesPerPop>
And for those nit-picking a bit, the standard Stable does not give XP anyway, it merely speeds the production of mounted units in addition to increasing production on Horse Pastures, etc.

Sorry to bother, but why the hell does it not work?

Also, do we have a way to check how Firaxis did the code so we can reverse engineer it?
 
Sorry to bother, but why the hell does it not work?

Also, do we have a way to check how Firaxis did the code so we can reverse engineer it?
1. Because Firaxis. :p
2. Yes, we have source code available to view, but changing it... would be what one calls a DLL mod.

However, with a lua script, making <Building_YieldChangesPerPop> work with culture should be as simple as editing this code (by Sukritact) from More Civ's India Pack, which makes it work with faith:
Spoiler :
Code:
-- FaithPerPop
-- Author: Sukritact
--------------------------------------------------------------
print("loaded")

local iFaith = GameInfo.Yields["YIELD_FAITH"].ID

function FaithPerPop(iPlayer)
	local pPlayer = Players[iPlayer]
	for row in GameInfo.Building_YieldChangesPerPop() do
--Define info
local iBuilding = GameInfo.Buildings[row.BuildingType].ID
local iYield = GameInfo.Yields[row.YieldType]
local iDeltaModifier = (row.Yield)/100
--Change Faith in cities
if iYield == iFaith then
for pCity in pPlayer:Cities() do
if pCity:IsHasBuilding(iBuilding) then
local iPop = pCity:GetPopulation()
local iDelta = math.floor(iPop*iDeltaModifier)
pPlayer:ChangeFaith(iDelta)
end
end
end
end
end
-- End of Main Code --

GameEvents.PlayerDoTurn.Add(FaithPerPop)
 
Sorry to bother, but why the hell does it not work?
Because Firaxis in many cases only implimented those things they needed to get the individual effects they wanted for Civ_X, Building_Y, etc. Also I think as they got closer to deadline for original release my guess would be they doubled-down on only spending labor-hours on the code they needed to finalize the product. This resulted in certain tables only getting hooked-up for certain types of yields, for example. But culture and happiness especially have always been troublesome "yields" so far as consistent implimentation within the code. When Faith was added in G&K, the same also, and with BNW even more so with Tourism.

Also, do we have a way to check how Firaxis did the code so we can reverse engineer it?
Whoward and Co. have already gone through all the code and made a unified dll fixer mod that cures all these ills. I think it is now complete, and I think all the implimentations are also part of whowards various mod components dll.

---------------------------------------------------

Unfortunately there's also an inherent flaw in Sukritact's method, as well as with the other fixer lua programs I've seen that deal with the Culture and Faith issue for <Building_YieldChangesPerPop>
 
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