Uomo Universalis

Moriboe,

I think the additional mods that I'd installed were:

Better Japanese City Names
Better Polynesian City Names
Happiness Adjustment - Wonders
Mod List (addin)
No XP Cap from Barbarians
Policy - Free Warrior
Resource Discovery
Tectonics
 
Installed them all, loaded along with IGE and found no problems with city states... I tried a pangea and a tectonics map, as I had no "pangea plus" in my list as you said you played. The database log also showed only one petty conflict. So all is fine here :confused:
 
I meant that the promotion to attack twice is very hard to get and if you give it to one civ right from the start, not only can I get double the XP per turn (if I'm strong enough) but I'll aim directly for Charge promotion because then my second blow has 25% more power, and therefore that's a over powered trait.

Of course I'm not talking Warrior vs swordsman but for more or less equal units it's almost an Hero gift.

I'm on the same opinion of LetMyPeopleGo - too much overpowered - but I found the double attack is a bit bugged. At the beginning I thought it was related to the type of ground (on road i got 2 attack on a row but not on other tiles) but after one game of 482 rounds I found it's completly random.
Never played before as German coz I'd only use UU:Base.

Could it be possible to assign it as promotion?
 
I did assign it as a(n existing) promotion; it's the same one as the Chu-Ko-Nu's second attack. But I will yield to the majority vote and change it all together. I will keep its old UA assigned to Carthage though (even if Gods & Kings will make it obsolete), it's just perfect for their historical flavor and map position, with lots of barbs spawning in the Sahara.

One effect I thought of for Germany was giving science upon capturing a city (similar to how you would steal a tech in the first civ games), using following formula: science = population_after_capture * era_enemy * #tech_enemy / 2. So e.g. capturing a size 14 city in the early middle ages would give 7 * 3 * ~30 / 2 = 305 science.
I would still like some other effect that is not so overly offensive, yet fits the description Furor Teutonicus. I have to be able to program it (preferably easily) too of course.

edit: the average medieval tech cost in this mod is 500.
 
Echoes of Ages v53 is apparently no longer compatible.

Tried starting the game with only BMF, FTW, PTW and EoA enabled.
Went to single player -> set up game -> map type: PTW Ancient -> ticked Load Scenario and started the game with those default settings. Getting a crash to desktop every time.

Disabling EoA fixed the issue. Still a bit of a bummer.

Also, the civ selection screen doesn't work (can't scroll down) the first time you load it up.
 
Good to know, thanks!

Yes, civ selection for scenario's has been somewhat bugged from day one when new civs are involved. As you probably noticed all civs are selectable only once you go back to the menu and retry. Nothing I can do about that :(
Normally I can still scroll though. Did you remove the remake civs of DLC's you own? That just might have an effect.
 
Good to know, thanks!

Yes, civ selection for scenario's has been somewhat bugged from day one when new civs are involved. As you probably noticed all civs are selectable only once you go back to the menu and retry. Nothing I can do about that :(
Normally I can still scroll though. Did you remove the remake civs of DLC's you own? That just might have an effect.

I actually don't own any DLC's, so that couldn't be the cause. But yeah I knew it was a pretty old and persistent bug, just figured I'd throw it there anyway :) It's fine since the game works afterall.

Been having a blast today, getting my arse kicked :p thanks for the mod!
 
All rejoice! The new version is here and it has plenty of seitan!* :)



* Or "meat" if you're an omnivore ;)

First of all, BMF:
- Great Scientists have a 10 turn cooldown for discovering techs.
- Concept: Consulate. Founded in a City State after a Great Merchant diplomatic mission, it allows you to see other player's influence. The Hanseatic League is now a wonder: puts a Consulate in all City States.
- Kill request from City States removed.
- Improved Patronage (including educated elite spawn rate)
- National Treasury re-added (was changed to the Hanseatic League before).
- Extra specialist yield display fixed.
- Announcement made if you are beaten to Scripture (for the free Missionary). There is actually a bug in the firaxis code: if a CS gets there first, the game crashes because it cannot get a Missionary (disabled for CSs). Found out using IGE. So I made my own implementation instead.
- Bonus on attack and against wounded from mounted units are now lost on upgrade.
- Trebuchets go obsolete with Ballistics, as one would expect. Corrected Conquistador upgrade path.
- All resources except iron are now available (if you can put the improvement on) at their discovery tech. Should prevent confusion.
- Changed/improved Sputnik Program, Cray-1 Supercomputer, Hubble, LHC.
- Made better icons for Red Cross and Olympic Park



Then for FTM we have:
- DLC civs are automatically detected, a manual delete is no longer needed.
- Mongolia UA = "Gains Science for the empire from each City captured. All mounted units have +1 Movement." The bonus is not rewared for repeated captures of the same city.
- Zulu UA = "Gains Golden Age points for the empire from each non-Barbarian unit killed. Melee units ignore terrain costs." The Impi gets the Buffalo Horns promotion (the old UA).
- German UA = "Melee and Gunpowder units gain +15% Combat Strength when attacking. +1 Production from Engineer specialists and +2 Production from the Manufactory tile improvement."
- Viking Fury gets extra gold from raiding encampments and cities. Non-DLC Berserker now replaces longsword.
- Nri-Igbo UA improved. Selected a slightly less lame diplo screen (if someone has a good African god-king scene for me, I'd be very grateful!).

For PTW it's just the Danish (Vikings in the scenario) and Polynesians founding the correctly named capital.


So lots of lua in this update and lots of time. Because of no job.
I hope you guys enjoy! Any feedback is appreciated, even if it's just an account of how your game went :)
 

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That must of taken quite a bit to code. A few questions though.

Isn't 1000 gold a bit much?

"Vikings get extra gold from raiding encampments and cities" Do you mean that they get extar gold from raifing trade posts and cities?

Where did the idea of giving mongolia a science attribute come from?
 
That must of taken quite a bit to code.

There were hooks available for the stuff I wanted to do, so not that much code was required for each of the features. It's just figuring it all out that still takes time for me.

I agree with Pouakai that 1000 gold is not that much, especially given the lack of yields after the initial sum. Think of it roughly as 3 longswords, or 6 upgraded archers, or 2 new CS allies, ...

For the Vikings I meant barbarian encampments. It's an XML setting; didn't need to program this one.

Where did the idea of giving mongolia a science attribute come from?
Well the idea for the attribute came first. There is a city capture hook in the lua code that I wanted to use. And the first civ games had the tech stealing upon city capture feature, so it's also part nostalgia.
Mongolia seemed like a good choice. They were brutal in their capturing of cities, yet promoted science and learning. Genghis introduced an Uyghur script for Mongolian, developed by a captured scribe, and Kublai created academies and promoted science in China. Which seems like a far cry from their tribal steppe origins. And I felt their original UA was near worthless. Of course just after changing it I get pounded by all city states I share borders with in my current game. Irony has its way.

You seriously need to teach me LUA, this stuff looks great :D Great job mate!
Thanks :)
If you're serious about a modding future, it might be worth the investment to learn. Though there is enough to do in other areas as well of course. I believe in "learn by example": check out some mods' code and cross-reference with a lua tutorial to understand it. Then try making small adaptations. If that is too daunting, start small with "hello world" type programs, outside of the game.
 
This is wonderful :goodjob:

I do find 1 thing very odd though, and that was when a pioneer attacked my rifleman! The odds must have been pretty miserable since the loses were 10-1 :crazyeye: Is there a way to make them defensive only?

Other than that, I'm up to ~1940 or so with the Mississippians on a huge random continents map. My ally the Songhai won't give the Ottomans a ROP, which they would surely use then to attack me. All the others that would like war are overseas, and no one has attempted such an attack.
 
Glad you like it :)

Unfortunately there is no "only defend" flag for units as in civ4. I assigned settler and scout AI to the unit, and both normally don't attack. So I guess the AI sometimes just gets desperate enough to go up 12 vs 25. From my experience it is not frequent though.

edit: Of course there is; it's what all ranged units have: "cannot melee attack". Dumb me. Will try that.
 
Updated (see OP). Just a bunch of small fixes, nothing that would have spoiled your game. Note that the component version numbers have not changed.

A few things:
- Pioneers cannot attack (good suggestion stew!).
- Longswords cost a bit more to rushbuy and Musketmen a bit less, true to history and to the original spirit of the game (muskets used to be cheaper than longswords).
- French Musketeers stronger than musketmen again, as supposed to.
- The Parthenon now increases influence with 195% instead of 200%. Otherwise when completed after picking Aesthetics, one could be ally to every (unbound) city state in the world for 1 turn. Sucks if you're at war with the one pulling it off. Now you would end up with 59 influence. Gift a warrior to some CSs first and it would still work, though only a human will think of this.
- Zulu golden age points now go up slightly with (enemy) era. They also get multiplied with the number of eras you are behind (if any). Though you'd probably not want to be in that situation. Just some historic flavor.
 
First, thanks a lot for these awesome mods. Been playing it a lot latelly.

I'm also posting to let you know one glitch I noticed yesterday: When using the simple view mode (basically the 2D display with a summarized map) I noticed that Austria's UU (Grenadiers) icon is invisible. This occur at least when you upgrade a standard unit (in my case a longswordman) to this UU.

On the normal 3D viewing mode, the units are looking fine, including the icon on top of the unit (the rifleman icon I think).

Regards.

Edit: Also, would someone be kind enough to explain what is the purpose of the "quick combat" version of the maps ?
 
Glad you like it :)

For the icon I just linked to the standard rifleman icon; I don't know about any other settings that might affect it. So I can't do anything about it I'm afraid :(

The QC versions have the "quick combat" option enabled, so that combat animations are skipped. I have these different versions because the option cannot be changed when using "load scenario". Some people prefer to watch the animations, others think it's a waste of time.
 
Ah, never paid attention to this QC option, I'm actually playing most of the time with the strategic view where combat animation is ... sparse :D

Speaking of that, there's definitely something fishy going on with the UU icons in the strategic view. I noticed that Mongol's customized UU also are invisible like the Austrian Grenadiers, and the Explorer icon is behaving strangely. Look what we have:

With the normal view


With the strategic view


See how the icon is changed in the strategic view ? Note that the vanilla UU are not affected and some of the customized UU are working fine like the Polynesian Maori fighter (which use the standard warrior icon).
 
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