Uomo Universalis

I can start a game, but after I settle the first city... I cannot produce anything from it.

Why is this? I have cleared the cache. Using just this package "Uomo".

Still...
 
This mod has been sleeping for a long time and is not compatible with the latest patch. I started working on that just now. This mod will never get a Gods + Kings version though. Sorry for not being clear on this; I'll add it to the first post.
 
Are you sure that one of your gods+kings players won't make it as compatible as possible, if all they have to do is change a few entries here and there...? (provided the changes are not too difficult)

and if that happened, someone with more skills could complete it!
 
Making it compatible shouldn't be that hard (though it will take some time); I think it's mostly deleting stuff that made it into G+K and fixing the tech tree, which is probably easiest done by deleting most of the changes there and reassigning stuff to existing techs.

To transform the mod into a solid, balanced whole for G+K is a different matter though. But if somebody wants to do it, he has my support! Well, as soon as I buy G+K that is.
 
Done. Those poor bastards who don't have G+K yet can have another go. Check the OP or the workshop. Unless Firaxis surprises me by having another mod-breaking vanilla patch, this will be the final version.

One addition is the Fairground, available with Guilds. It gives 1 :c5happy: and 1 :c5production:, but you can no longer build a market in that city (bank no longer requires it). Should provide an interesting trade-off.
 
I'd like to see the older civs and buildings (as many as possible) adapted to G&K; even though a lot of the imported modpack material wouldn't make the transition, it'd be great to offer G&K players a "take the best and leave the rest" pack based on what can be converted. (If my coding and graphics ability were even 4-5 times better, I'd volunteer...are there any other takers?) :please:
 
Some civs may get a standalone G+K workover; I contacted a fellow forum member about it.

As for the rest: unlikely to happen. I don't think I'd get much satisfaction out of creating a stripped down version, and doing it properly doesn't fit my goals anymore. Thinking of the many hours I spent just working out the tech tree changes to make everything fit perfectly: I'd have to do it all over again. No thanks.

But in the unlikely event that a few people answer your call, I would participate in a community conversion effort. And buy G+K at last ;)
 
Hi Moriboe,

Your Mod looks really interesting. I've followed all your instructions, but even with just the Building Made Fun mod installed, whenever I start a city I can't choose production, and when I try to research a tech, only two are shown (agriculture and pottery, I think) and I can't even research them. Do you know what I am doing wrong? I appreciate any help you can offer.
Thank you!

tecs187
 
Sounds like a Lua conflict, which is strange if you don't have any other mods running. You don't have G+K, right?

I suggest you clear your game cache and reinstall, preferably from the workshop. To clear your cache, simply delete the "cache" folder inside "...\My Games\Sid Meier's Civilization 5". Then make sure you have logging enabled by having LoggingEnabled = 1 in "config.ini". Try again. If the problem persists, please post here the contents of "Lua.log" in the "Logs" folder (same location as the cache).

Good luck!
 
Hello Moriboe:

I checked the code for traits of Zulu (you mod is beautiful so I want to learn something) . I noticed that the function of gaining Golden Age points for the empire from each non-barbarian unit killed is fulfilled by <CombatGoldenAges>true</CombatGoldenAges>.

Could you tell me at where you get to know this column? Because I can't see it in the core game's traits.xml.

Or do you use any lua file to make this column functional?
 
I added both column and functionality:

Spoiler :
Code:
ALTER TABLE Traits
ADD CombatGoldenAges boolean DEFAULT 0;
Code:
print("Loaded combat golden ages")

function CombatGoldenAges(iPlayer, iKilledPlayer)
	-- applicable?
	local winner = Players[iPlayer];
	if not IsMajorCiv(winner) then return end
	local leader = GameInfo.Leaders[winner:GetLeaderType()];
	local leaderTrait = GameInfo.Leader_Traits("LeaderType ='" .. leader.Type .. "'")();
	local trait = GameInfo.Traits[leaderTrait.TraitType];
	if not trait.CombatGoldenAges then return end

	local loser = Players[iKilledPlayer];
	if IsValidPlayer(loser) and not winner:IsGoldenAge() then
		local gaPoints = 3;
		local loserEra = GameInfo.Eras[loser:GetCurrentEra()].ID;
		local winnerEra = GameInfo.Eras[winner:GetCurrentEra()].ID;
		if loserEra > 4 then
			gaPoints = gaPoints + 2;
		elseif loserEra > 2 then
			gaPoints = gaPoints + 1;
		end
		local eraDiff = loserEra - winnerEra;
		if eraDiff > 1 then
			gaPoints = gaPoints * eraDiff;
		end
		winner:ChangeGoldenAgeProgressMeter(gaPoints);
		if iPlayer == Game:GetActivePlayer() then
			UpdateGoldenAgeData(winner);
		end
	end
end
GameEvents.UnitKilledInCombat.Add(CombatGoldenAges);


-- copied from TopPanel.lua
function UpdateGoldenAgeData(pPlayer)
	local strGoldenAgeStr;
	
	if (Game.IsOption(GameOptionTypes.GAMEOPTION_NO_HAPPINESS)) then
		strGoldenAgeStr = Locale.ConvertTextKey("TXT_KEY_TOP_PANEL_GOLDEN_AGES_OFF");
	else
		if (pPlayer:GetGoldenAgeTurns() > 0) then
			strGoldenAgeStr = string.format(Locale.ToUpper(Locale.ConvertTextKey("TXT_KEY_GOLDEN_AGE_ANNOUNCE")) .. " (%i)", pPlayer:GetGoldenAgeTurns());
		else
			strGoldenAgeStr = string.format("%i/%i", pPlayer:GetGoldenAgeProgressMeter(), pPlayer:GetGoldenAgeProgressThreshold());
		end
	
		strGoldenAgeStr = "[ICON_GOLDEN_AGE][COLOR:255:255:255:255]" .. strGoldenAgeStr .. "[/COLOR]";
	end

	Controls.GoldenAgeString:SetText(strGoldenAgeStr);
end

-- Thalassicus
function IsValidPlayer(player)
	return player ~= nil and player:IsAlive() and not player:IsBarbarian();
end

function IsMinorCiv(player)
	return IsValidPlayer(player) and player:IsMinorCiv();
end

function IsMajorCiv(player)
	return IsValidPlayer(player) and player:GetID() <= GameDefines.MAX_MAJOR_CIVS-1;
end
I put the above in the BMF mod, that's probably why you missed it. Feel free to use anything you like. And thanks for the appreciation :)
 
Thank you Moriboe! I found it in the BMF mod.

One more question here: you set the default value of CombatGoldenAges to "0" instead of "false". I think lua treats "0" as true, so in [if not trait.CombatGoldenAges then return end], will every civ trait being treated as true?
 
SQLite handles booleans as 0 or 1, but they are still typed as booleans. So the Lua code will interpret it as a boolean, regardless the internal representation of the database system. I think.

So it will be true only for the civs to which the trait is assigned.
 
SQLite handles booleans as 0 or 1, but they are still typed as booleans. So the Lua code will interpret it as a boolean, regardless the internal representation of the database system. I think.

So it will be true only for the civs to which the trait is assigned.

I see. Thank you!:goodjob:

Sorry that I have another question: the IsMajorCiv\IsValidPlayer\IsMinorCiv are stored in other lua files (uuUtils.lua I think), but I don't see you use [include("uuUtils.lua")] at the begining of CombatGoldenAges.lua - why the IsMajorCiv\IsValidPlayer\IsMinorCiv are still effective?
 
After some "I never..."-s and "I always..."-s I couldn't resist and needed a fix of "I love it when a plan comes together". And it did! As in science the best answers fix many questions simultaneously and give rise to predictions of future strategies.

So I got for you:
  • Coastal Fortress: +1p from Atolls, -25% culture/gold tile acquisition. Requires Navigation and either Military Tradition or Naval Tradition.
    Usage (dixit Wikipedia): In the 16th century; when a colonial power took over an overseas territory, one of their first tasks was to build a coastal fortress, both to deter rival naval powers and to subjugate the natives.
  • Customs House: +1g from sea tiles. Taking into account prereqs, it is a big investment though. The tile improvement is renamed "Manor".
  • Fair: +2g +1h +1c, must be within 5 tiles of a foreign city owned by a civ you offered open borders. Make sure to have a decent military.
    Wikipedia: The Champagne Fairs were one of the earliest manifestations of a linked European economy, a characteristic of the High Middle Ages. From the later twelfth century the fairs, conveniently sited on ancient land routes and largely self-regulated through the development of the Lex mercatoria, the "merchant law", dominated the commercial and banking relations operating at the frontier region between the north and the Mediterranean.
    And there were of course others; well worthy of a building.
  • Special Agent: License to Kill, last in the scout upgrade line.

... And more. Full change list:
Spoiler :
- Added Special Agent, the last in the Scout line
- Added Customs House, renamed the tile improvement to Manor
- Added Coastal Fortress, given free with Torre de Bélem
- Complete revamp of the Fair
- Watermill has an engineer slot
- Drydocks give production on fishing boats
- Improved Stock Exchange and Wall Street
- Acropolis no longer provides culture, but Liberty adds it again
- Patronage finisher allows you to see rival influence
- Added building speed bonusses to Merchant Navy and Socialism
- Freedom slightly nerfed; opener reverted to vanilla
- Nerfed Garden and National Epic
- Renamed the workshop tile improvement to Warehouse
- Improved some icons
Aah, satisfaction. For clarity: still not G+K compatible!

@xxhe: didn't see your edit; sorry! Don't know the technical details, but both are included in uuMain.lua and apparently that's enough.
 
The mod sounds great but it has a PR issue.

When I go to the front page and I see this buildings made fun, I don't see any link or list or tells me all the changes!

For new people visiting your page, you want to make this easily accessible too them.
 
You're probably right, though I'm not really trying to win over new players anymore now. I have been wanting to quit civ but I just can't! So I will revisit this stuff at some point as I still believe in it. I will see where I want to take things in the future (maybe by a poll, or appeal for help) and take care of PR more then, thanks for the advice :)
 
I finally got round to writing up a more in-depth feature list for BMF (see post 2), with some sales talk. I did this to highlight the stuff for new players (as suggested by Stalker0) and to poll for interest with modders. I was thinking to maybe release a few components of BMF for G+K:

  • 3 City Culture Victory, along with all the new culture options/buildings/wonders to make this interesting. Standard culture victory gets boring fast.
  • New Tile Improvements: Warehouse (production) and Forest Preserve (culture). Plus changes to policies for these.
  • National Wonders: I have over 10 new ones, with OK but not great graphics.
  • Modern Buildings/Wonders pack, including oil-consuming buildings.
  • Ancient Buildings pack, maybe with a few techs to house these.
... only I have little stamina left to mod alone. Anyone interested to participate? Everything is on the table. If you see it bigger or want to put stuff in your own mod: all fine. I can provide more info on request, or you can load a game with G+K disabled to check it out.
 
Top Bottom