Future Worlds

Okay, time for a more detailed response!

I was testing this new version. And i found these problems.
1) The dinos are still spawning even i researched the Designer Lifeforms (TECH_GENGINEERING)
2) And apparently, you forget to clean your lua (you still have "print" function)
3) How to train the dinos? I researched the Designer Lifeforms, and i still cant buy the dino. I think its because there is no <PrereqTech> unit in unit.xml

I ran into various issues when trying to make "trainable" dinosaurs, and thus simply left out that functionality in the published version. I apparently forgot to update the info text to account for this, however. I've modified the Lua so that barbarian dinosaurs stop spawning with the discovery of Designer Lifeforms, but dinosaur units still aren't trainable.

4) When i right-clicked on NanoHive icon, it was showing the nanohive promotion info, not the noanohive unit info.

I'm not entirely sure what this means -- I'll have to start up the mod and click on the various icons to figure out which info text is wrong.

5) The crawler has 2 promotions of indirect fire.
Solution: in unit.xml, you gave it the 2nd indirect fire

Fixed!

6) You have new units, and everything is perfect (atlas icons = check, SV icons = check). But your improvements still dont have the SV icons. The unit Mutan and Biodrone still dont have the SV icons. And the unit power armor, chimera, vertol hover tank, cybersub, arsenal ship, advan destroyer, drone figter still dont have the "proper" SV icons. They are using the existing icons.

I have the bad habit of forgetting to make SV icons. I've been trying to get better at this, and when I made new icons for various units as well as newer units I got the SV icons in, but many of the older units and improvements are still missing them. I'm going to try and get more of these fixed with the v6 update, but as many of the remaining icons I don't have the proper graphic files for I'll probably have to remake them from scratch. :(

7) When i built the support core near the city (1 tile radius), it had 2 gold and 2 prod. But none in other places.

I was experimenting with the <Improvement_AdjacentCityYields> code to see what it would do -- the Support Core is normally a fortress-like improvement that provides healing to nearby units, but I liked the idea that when built adjacent to a city it also provides additional yields. I may have neglected to include this information in its tooltip, however.

8) Whats the different between aquaculture and tidal array?

The Tidal Array is basically an "enhancement" to the Tidal Plant that provides additional yields to sea resources, but I messed up in the tooltip and put the incorrect yields in. It should provide +1 Production and +1 Gold to sea resources, as well as further increasing the city's production bonus.

9) When i buy the special force, organic infantry, biotroper, i dont have extra sign while embark and embark with defense promotions. But i have em when i upgraded from the marine unit.

The embarked promotions made sense for the Marines, but didn't seem to make as much sense for the later units, which wouldn't necessarily be as specialized in amphibious assaults. (Admittedly, Special Forces could be, with units like the Navy Seals and such.) So I didn't include them in the base promotions those units got (giving them promotions such as March instead), but didn't realize that the embarked promotions would be retained on upgrade. I'm not sure if I should go and add the embarked promotions in to the new units as well, or whether I should set them to not carry over on upgrade...

10) I see you are using the "all tile cost 1" promotion alot. I think its better to use the "ignore terrain" promotion. So, you can still use the road and railroad.

The Helicopter Gunship uses PROMOTION_FLAT_MOVEMENT_COST, so I carried that over to the Vertol and Hovertank. However, it makes more sense that the Scout's PROMOTION_IGNORE_TERRAIN_COST should be used for ground-based units that can move freely through terrain, so I've replaced the other promotion on units like the Chimera and Nanohive. (The Nanohive hovers, but so close to the ground it makes sense to use the Scout's promotion.)

11) When i checked your xml (artdefines.xml) i saw the observer drone (its not in "comment"). I thought it was already on (i cant build/buy it), but apparently you forgot to mark it as comment. I think in the future you can use it as scout upgrade. Perhaps you also can make it able to see the unseen units (submarines or units with gengineering promotion/invisible)

The Observer Drone is a unit I considered adding, giving the cybernetic branch a mobile command and scout unit, but for various reasons I opted not to use the art defines I had for it. I will give some thought to making a late-game scout unit, although probably with another drone model.

12) LOL, i gave the crawler to the city state and it became invisible(unbeatable). It produced alot of missiles and stored it in the cities (they captured alot of cities).

That's... very odd. XD

13) I didnt hear the sounds of the dinos.

I didn't have the Reload Audio System box checked, but never noticed since I always play it alongside other mods that reload the audio system. That bug has been fixed.
 
@number 4, the pedia looks for an entry with the same name as the thing you've searched for. This means that it's possible that right-clicking on a unit will take you to a promotion of the same name. Either change one of the names, or make the Nanohive load first.
 
I have the bad habit of forgetting to make SV icons. I've been trying to get better at this, and when I made new icons for various units as well as newer units I got the SV icons in, but many of the older units and improvements are still missing them. I'm going to try and get more of these fixed with the v6 update, but as many of the remaining icons I don't have the proper graphic files for I'll probably have to remake them from scratch. :(

You can use Netrunner cards, Here is sample: https://images-cdn.fantasyflightgam...nesis-cycle/cards/dedicated-response-team.png
Here is database: https://netrunnerdb.com
There is always Google ;)

Is dropbox fixed?
 
I ran into various issues when trying to make "trainable" dinosaurs, and thus simply left out that functionality in the published version. I apparently forgot to update the info text to account for this, however. I've modified the Lua so that barbarian dinosaurs stop spawning with the discovery of Designer Lifeforms, but dinosaur units still aren't trainable.

I'm not entirely sure what this means -- I'll have to start up the mod and click on the various icons to figure out which info text is wrong.
Well, actually, im still wondering, whats your definiton of "trainable"? Is it the dinos spawn but as your unit (just like the city state gives you some unit) or you are able to buy/produce the dinos in the city? Or you should beat the dinos and they ll become yours (justlike trait of the german)? Or something else? Which one?

I was looking for the wiki of NanoHive UNIT (by click-right on the NanoHive unit atlas icon) but the NanoHive PROMOTION showed

I have the bad habit of forgetting to make SV icons. I've been trying to get better at this, and when I made new icons for various units as well as newer units I got the SV icons in, but many of the older units and improvements are still missing them. I'm going to try and get more of these fixed with the v6 update, but as many of the remaining icons I don't have the proper graphic files for I'll probably have to remake them from scratch.
Ive been modified your mod for my own and i was picking the icons from file: Future2IconAtlas256.dds for the improvement (FutureIcons1.dds, ,... FutureIcons4.dds for the units) and made several files (SV_Core.dds, SV_Herc.dds, SV_Mutan.dds, SV_Cybersub.dds, etc). I was using gimp (its free).

The embarked promotions made sense for the Marines, ..., or whether I should set them to not carry over on upgrade.
Is that possible to delete the promotion? I never see one. That would be tough.

The Helicopter Gunship uses PROMOTION_FLAT_MOVEMENT_COST, so I carried that over to the Vertol and Hovertank. However, it makes more sense that the Scout's PROMOTION_IGNORE_TERRAIN_COST should be used for ground-based units that can move freely through terrain, so I've replaced the other promotion on units like the Chimera and Nanohive. (The Nanohive hovers, but so close to the ground it makes sense to use the Scout's promotion.)
Before the final patch, they used the PROMOTION_IGNORE_TERRAIN_COST to the heli. But they changed it. Do you think that you can change the promotions of the heli? I was adding indirect fire promotion to the missile cruiser, but i never change one.


Thanks for replying btw. And takes your time.
 
Well, actually, im still wondering, whats your definiton of "trainable"? Is it the dinos spawn but as your unit (just like the city state gives you some unit) or you are able to buy/produce the dinos in the city? Or you should beat the dinos and they ll become yours (justlike trait of the german)? Or something else? Which one?

Basically that you can buy/build the unit in your cities. I believe the game refers to this as "training" the unit (particularly with regards to the CanTrain lua), so that's the term I use. I could just have the dinosaurs spawn randomly as a friendly unit, using the same code I'm currently using to have them appear as barbarian ones, but I figured players would appreciate the opportunity to train them selectively. I think I've figured out a way to do it with a dummy tech, although I could just put them in the normal tech tree if I didn't mind cluttering up Designer Lifeforms with 3 extra icons...

I was looking for the wiki of NanoHive UNIT (by click-right on the NanoHive unit atlas icon) but the NanoHive PROMOTION showed

Hmm, I'll take a look at the text for those.

Ive been modified your mod for my own and i was picking the icons from file: Future2IconAtlas256.dds for the improvement (FutureIcons1.dds, ,... FutureIcons4.dds for the units) and made several files (SV_Core.dds, SV_Herc.dds, SV_Mutan.dds, SV_Cybersub.dds, etc). I was using gimp (its free).

One of the problems I have is that the SV icons need to be much larger than the flag icons, but if I scale up the flag icons to the needed size I lose a lot of quality and resolution. Normally I make the flag icons by making the icon at a large size and shrinking it down, so if I save that data I can make the SV icons more easily. But since I'm hoping to make some new units anyways, I'll try and do the missing unit icons as well.

(The improvement icons should be simpler, since I think they use existing improvement icons... I just need to define them in the code.)

Is that possible to delete the promotion? I never see one. That would be tough.

It wouldn't be hard, since I already update or delete other unit requirements. I'm thinking I'll just try setting those promotions to not carry over with upgrade.

Before the final patch, they used the PROMOTION_IGNORE_TERRAIN_COST to the heli. But they changed it. Do you think that you can change the promotions of the heli? I was adding indirect fire promotion to the missile cruiser, but i never change one.

I could, but I'm not terribly convinced it's a major issue. The Vertol and Hovertank are already pretty fast, although I suppose if you want them to jet from one side of the empire to the other, you'd want to use roads/railroads...
 
Basically that you can buy/build the unit in your cities... I think I've figured out a way to do it with a dummy tech, although I could just put them in the normal tech tree if I didn't mind cluttering up Designer Lifeforms with 3 extra icons.

One of the problems I have is that the SV icons need to be much larger than the flag icons, but if I scale up the flag icons to the needed size I lose a lot of quality and resolution. Normally I make the flag icons by making the icon at a large size and shrinking it down, so if I save that data I can make the SV icons more easily. But since I'm hoping to make some new units anyways, I'll try and do the missing unit icons as well.
Oh, so thats the problem. You dont want make your tech tree looks "dirty". Dummy tech is the answer then.

Well, actually your previous SV_UAV.dds was 32x32 (Future Worlds (v 5)\Art\Units\Drone). And it was working fine. So, i copied that method. My SV icons were 32x32.

It wouldn't be hard, since I already update or delete other unit requirements. I'm thinking I'll just try setting those promotions to not carry over with upgrade.
I mean, to delete the promotion DURING the game. Its like when your marine has "extra sign when embark promotion". After the upgrade (to organic infantry) they dont have that promotion anymore. I never see something like that before.

I could, but I'm not terribly convinced it's a major issue. The Vertol and Hovertank are already pretty fast, although I suppose if you want them to jet from one side of the empire to the other, you'd want to use roads/railroads.

Vertol and hovertank are 6 tiles movement. The armor unit is 5 tiles movement, but they can use the railway. So, its like the ground unit is faster than the "air unit". Afterall its your choice.
 
After the upgrade (to organic infantry) they dont have that promotion anymore. I never see something like that before.
The game has multiple promotions that do no carry over after the unit upgrades.
  1. Extra Sight
  2. Extra Sight II
  3. Extra Sight III
  4. Extra Sight IV
  5. Anit-Mounted I
  6. Anit-Mounted II
  7. City Siege
  8. City Assault
  9. Defense Penalty
  10. Mounted Pentaly
  11. City Penalty
  12. Small City Penalty
  13. Interception II
  14. Rough Terrain Ends Turn
  15. Ocean Impassable Until Astronomy1
  16. Ocean Impassable
  17. Steam Powered
  18. Only Defensive
  19. No Defensive Bonuses
  20. Must Set Up
  21. Naval Bonus
  22. Feared Elephant
  23. Only Attack Cities
  24. Anti-Gunpowder (Impi Spear Chucking)
  25. City Siege II
  26. Sapper


1can't remember whether this is a Vanilla promotion no longer used in G&K or BNW. There are probably others in the list that were only used in Vanilla.
 
The game has multiple promotions that do no carry over after the unit upgrades.
Oh, you are right. Ooops by baaad..... :p I have always alot of promotions. Its even hidden inside the unit icon. So, i was checking the new units (from the mod) and the non unique unit only (well, artillery isnt unique). :sad:

Good work :goodjob:
 
Hmm, a while ago (as in FW v2 a while ago) I played a team game, and my ally built the Launch Facility, which didn't allow me to build it. Very curious. Dunno if it's been fixed.

Also, Supercarrier hype!
One last note, in v6, are there considerations for upgrading the other unit lines that don't have upgrades (AA, Bomber)?
 
Hmm, a while ago (as in FW v2 a while ago) I played a team game, and my ally built the Launch Facility, which didn't allow me to build it. Very curious. Dunno if it's been fixed.

Also, Supercarrier hype!
One last note, in v6, are there considerations for upgrading the other unit lines that don't have upgrades (AA, Bomber)?

Hmmm... I'd have to look into the code for how I restricted construction of the Launch Pad -- it may be counting allies as part of its restrictions.

As for the new units, I'm planning to finally bring in the Suborbital Bomber to follow the Stealth Bomber, although I'm giving some consideration to toning down the Evasion ratings on the Stealth Bomber, so they can at least get intercepted. While I hadn't originally planned on adding a new AA unit (since Stealth Bombers are immune to interception, it seemed kind of pointless) reading up on some of the new laser air defense systems like LaWS or the Iron Beam suggests a laser-based AA unit would be fairly reasonable, so I've got plans to tentatively put one in at High-Energy Physics. (That tech needs more love anyways.)
 
Hmmm... I'd have to look into the code for how I restricted construction of the Launch Pad -- it may be counting allies as part of its restrictions.

As for the new units, I'm planning to finally bring in the Suborbital Bomber to follow the Stealth Bomber, although I'm giving some consideration to toning down the Evasion ratings on the Stealth Bomber, so they can at least get intercepted. While I hadn't originally planned on adding a new AA unit (since Stealth Bombers are immune to interception, it seemed kind of pointless) reading up on some of the new laser air defense systems like LaWS or the Iron Beam suggests a laser-based AA unit would be fairly reasonable, so I've got plans to tentatively put one in at High-Energy Physics. (That tech needs more love anyways.)

Yeah, and make orbital docking stadion for that bomber. It can be a modulo to normal station. And space freighter (cargo ship).
 
Hello! This mod is great, but when I upgrade or train Future Worlds units, they appear as Spearmen. Do you know why this might be happening?
 
Regarding the Brain Uploading Facility: I feel like it might be better to just make it a straight-up specialist building with "Uploaded" specialists that have lower-than-usual yields (e.g. +1 culture, +1 production, and no GPP). It would make its function clearer and give you something to do with your citizens once you start getting crazy-huge cities. If it had something like 20 of these weak specialist slots, it would probably be more than enough. As it currently stands, I tend not to build it just because the reduced-population effect seems counterproductive/unintuitive. The only reason I can think of that you would want to reduce your population number is to reduce unhappiness, but by the point you unlock the BUF it's easy to have very high happiness.
 
Just figured I'd leave a note here to let people know v6 of Future Worlds is finally nearly complete, and is currently being playtested. It's still missing some icons and text, but hopefully will be ready soon!
 
You are checking the pedia texts, right? The Industrial Complex says +2 Production but the database search shows +1 (and then how is it better than a chemistry mine?) Also when using EUI, the tooltip for the nature preserve (I think it's an ecology tech?) shows a line that says "write a bug on this". Kek. I guess that means an error worse than a missing localization tag.

I just made a backup of the current version so as to finish my current game! This mod combined with the Artificial Unintelligence mod is a beauty, (although, in my game on King difficulty, I am completely stomping them and enjoying it!)
 
Well, in all honesty, the Civilopedia is probably a major weak point for me. XD I do have a tendency to change things around, and then not update the Civilopedia accordingly... ah well. I've been working at going through the text and trying to ensure it's updated -- I went through all of the improvements and updated their civilopedia text today, for example -- so hopefully there won't be too many issues I missed.

On a brighter note, here's some screenshots of what's to come:









 
Last edited:
Well, in all honesty, the Civilopedia is probably a major weak point for me. XD I do have a tendency to change things around, and then not update the Civilopedia accordingly... ah well. I've been working at going through the text and trying to ensure it's updated -- I went through all of the improvements and updated their civilopedia text today, for example -- so hopefully there won't be too many issues I missed.
A list of updates on a small paper might do the job. So, you dont miss a single thing. And you have Ingame Editor Mod, right?
 
Top Bottom