New Version - February 3rd (v. 2/3)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. Bugfixes (mostly minor) and AI optimizations/improvements. Most of these bugs are highly situational (and thus hard to 'test'), so additional assistance/bugtesting from all of you is required to confirm that bugs have been eliminated.

DLL Fixes:
  • Fixed pantheons so that they all now correctly apply as secondary pantheon effects
    Note: If the Pantheon is a 'empire-wide' in its effect (i.e. extra faith based on science per turn, or gold per turn, or happiness from pantheons, etc.), the bonus faith will scale based on the number of cities in your empire that have that secondary pantheon. This may result in no bonus, if the number of cities that have the pantheon is low. Furthermore, the pantheon bonus for a pantheon you found only applies if your capital has followers of the pantheon and/or your founded religion - if your capital is converted, your founder/pantheon bonuses will now go away.​
  • Cities founded on flood plains should retain a normal movement speed (not penalized)
  • Population growth from ruins now counts towards policy/belief bonuses
  • Unit level resets to 1 after an upgrade that changes the unit's combat class
  • Fixed limited spawns from trait buildings for Ottomans and Carthage (should now cap at 100 cities - if you are building more cities than this...you win)
  • Integrated ilteroi's changes to GG/GA positioning and utility, tactical map and city target evaluation
  • Fixed bug where Reformation belief 'The One True Faith' was retained even if holy city was lost
  • Optimizations and improvements to AI grand strategy analysis: includes policy flavors, conquered cities, tech rate and vote control as part of grand strategy calculations
  • Adjustments to Homeland AI for selecting units appropriate for moves and fortifying units after a successful move if possible
  • AI units should more readily fortify when useful, and should not patrol as much
  • Adjustments made to religion scoring system, should encourage a bit more diversity for AI selection
  • Passable forts (minimod - Whoward) now registered by water trade units

LUA Fixes:
  • Fixed LUA bugs that resulted in AI refusing to accept a gift offer they were making (EUI)
  • Added tooltip for archaeology dig quest (EUI)
  • Fixed some bugs in CBP EUI files
  • Fixed LUA bug in E&D resulting in units not spawning from events (was a bug in E&D's original lua)

XML/SQL Fixes:

  • Technology flavors rewritten, adjusted where needed
  • Policy flavors adjusted to emphasize late-game policy trees a bit more
  • Satrap tooltip fixed.
  • Tech brokering disabled (checked) by default (C4DF)
  • Added German text updates to CSD and CSD-CBP Compatibility
  • Fixed some tooltip and help text errors in CP/CBP/CSD/C4DF
  • Fixed Sweden's personality to be more in line with UA (more focused on diplomacy and friendship)
  • Miscellaneous bugfixes in CBP

Reported bugs that are not bugs:
  • Reformation beliefs only applying to founder - this is as intended - Firaxis made it so that only a few of the Reformation beliefs could ever be 'shared,' and the ones added by the CBP should not be shared.

Balance:
  • Ideologies require industrial era AND 4 completed policy branches (unless England, which can also do 3 steam mills)
    Note: added an XML column for prereq era for ideologies, so that players could tailor the unlock/forced-unlock eras of ideologies to their tastes. See the GameInXMl.xml file in the CP/Core Files/PNM Mods DB/CONFIG folder for this file.​
  • Adjusted ranged strength of mounted archers to match foot archers from same era (UUs still slightly stronger)
  • Policy exponential increase in cost reduced (will allow for more policies in a game)
  • Zulu Impi moved to Gunpowder, replaces Musketman, states adjusted to compensate for change (is now CS of 30)
  • Sweden Diplomatic bonus now 25% (was 15%)

Additions:
  • Fallout now deals 15 damage to all units that end their turn in fallout
  • Workers receive two promotions to deal with this: a reduction at Penicilin (-10) and immunity at nanotechnology
    AI workers will not 'bail out' due to damage until at half health (or, if immune, they will not bail out)​
  • Stone now provides +10% to Wonders during the Ancient and Classical periods, and Marble provides +15% from the Ancient Era into the Renaissance (i.e. Pre-Industrial). This makes the bonus from these resources, especially Marble, far more useful.

New version will be uploaded around 7pm EST (Feb 3rd)

Cheers,
G
 
I guess the way the code is written, you couldn't just outright remove the cap on the Carthage / Ottoman UA? Hah, I'm sure it's fine. I rather doubt there will ever be a situation in which I build 101 cities and am annoyed by the lack of one building. 11 was already a stretch. Looking forward to trying this out, but sadly I'm about to leave for work, so this will have to wait until I get back.
 
Reported bugs that are not bugs:
Reformation beliefs only applying to founder - this is as intended - Firaxis made it so that only a few of the Reformation beliefs could ever be 'shared,' and the ones added by the CBP should not be shared.

My problem with this is just the consistancy. Most of them are shared, but some aren't. I would like to see all shared or none at all. And all is probably a better idea considering some of them are extremely powerful.
 
My problem with this is just the consistancy. Most of them are shared, but some aren't. I would like to see all shared or none at all. And all is probably a better idea considering some of them are extremely powerful.

I'm not going to rewrite the spaghetti that is the religion system. Sorry, it is simply too much work for too little gain, especially since the issue of reformation sharing is a fairly fringe issue.

G
 
Passable forts (minimod - Whoward) now registered by water trade units

??
Gazebo I thought you said this cannot be solved.
So now the problem is in CP? not in Whoward's minimod?
 
I'm not going to rewrite the spaghetti that is the religion system. Sorry, it is simply too much work for too little gain, especially since the issue of reformation sharing is a fairly fringe issue.

G

Any other way to solve it? Replacing beliefs with others that are easier to share?
 
Passable forts (minimod - Whoward) now registered by water trade units

??
Gazebo I thought you said this cannot be solved.
So now the problem is in CP? not in Whoward's minimod?

I solved it! Did some roundabout searching in the pathfinder and found the variable I needed to change. :)

G
 
Well apparently nobody is going to the movie theater today, so I'm home early. Anyway, to remove the era requirement for ideologies, I imagine I want to change "IDEOLOGY_PREREQ_ERA" from "ERA_INDUSTRIAL" to "ERA_ANCIENT"? What about this "IDEOLOGY_START_ERA" thing? Is that when they unlock automatically? Because it seems to be set to industrial rather than modern.
 
I had a civ offer me gold and I accepted it and the trade window popped up like I was offering him a trade. Needless to say he said I was crazy for trying to propose the offer he made me. This is version 2-3.
 
Well apparently nobody is going to the movie theater today, so I'm home early. Anyway, to remove the era requirement for ideologies, I imagine I want to change "IDEOLOGY_PREREQ_ERA" from "ERA_INDUSTRIAL" to "ERA_ANCIENT"? What about this "IDEOLOGY_START_ERA" thing? Is that when they unlock automatically? Because it seems to be set to industrial rather than modern.

The 'start era' one is the era after which ideologies unlock automatically (so industrial is correct, as they unlock after industrial, in modern. To eliminate the prereq, yes, you would set it to something earlier, perhaps ancient or renaissance.

I had a civ offer me gold and I accepted it and the trade window popped up like I was offering him a trade. Needless to say he said I was crazy for trying to propose the offer he made me. This is version 2-3.

Sounds like the lua bug still isn't quite fixed yet. Well, I fixed it, but there's a trick to the load order that doesn't seem to work every time, thus the lua can really be problematic.

Are you using EUI and C4DF? If so, do me a favor and delete the DiscussionDialog.lua and TradeLogic.lua files from the Community Balance Patch/LUA folder, and see if the error persists (to explain, if the mod's lua doesn't load in the correct order, the lua versions of these files for c4df are overwritten by the cbp lua versions, resulting in this bug). I'm sure there must be a way to force a lua file to overwrite a previous lua file, but I'm unaware of it (JFD, if you are out there, and have an idea, let me know). My knowledge of lua is vastly inferior to my knowledge of the dll.

Also, seems that my 'additions and balance' sections were cut off. I updated the text above to include changes to Sweden and Stone/Marble.
G
 
I'm gonna try the policies the way they are right now, but if I wanted to set it back to how it was before this update how would I adjust the policy costs?

Thanks
 
Hi Gazebo, awesome work!

Unit level resets to 1 after an upgrade that changes the unit's combat class
G

I found this really interesting but I can't find it anywhere in the CP. I guess it is hardcoded. :(

Please, if it isn't too much trouble, would you consider turning it into a promotion so that can be deleted by who don't want it or eventually applied to other upgrades too ?

As always, thank you for your efforts. :worship:
Ulixes
 
XML/SQL Fixes:
  • Added German text updates to CSD and CSD-CBP Compatibility

Additions:
  • Fallout now deals 15 damage to all units that end their turn in fallout
  • Workers receive two promotions to deal with this: a reduction at Penicilin (-10) and immunity at nanotechnology
    AI workers will not 'bail out' due to damage until at half health (or, if immune, they will not bail out)​
Thank you for adding my latest changes and additions to the translation of the CSD mod and thank you very much for implementing the Fallout feature so quickly! I am looking forward to this in a new game (I haven't made much progress in my current game)..
 
Funny, but version 2/3 again makes the city screen screwed.
 
Can you tell me what the bugs are so I can correct them?

Yep. I edited the 'mercenaries' event for two reasons: it called on promotions that no longer existed in the CBP (thus the mercs were spawned without promotions), and it caused a runtime error related to the local unitone (a 'boolean' error), so I deleted the jump to nearest plot element. Here's the code:

Spoiler :
Code:
--=========================================================
	-- Outcome 1
	--=========================================================
	Event_JFDMercenaryServices.Outcomes[1] = {}
	Event_JFDMercenaryServices.Outcomes[1].Name = "TXT_KEY_EVENT_JFD_MERCENARY_SERVICES_OUTCOME_1"
	Event_JFDMercenaryServices.Outcomes[1].Desc = "TXT_KEY_EVENT_JFD_MERCENARY_SERVICES_OUTCOME_RESULT_1"
	Event_JFDMercenaryServices.Outcomes[1].CanFunc = (
		function(pPlayer)			
			local iCultureReward = math.ceil(100 * iMod)
			Event_JFDMercenaryServices.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_JFD_MERCENARY_SERVICES_OUTCOME_RESULT_1", iCultureReward)
			return true
		end
		)
	Event_JFDMercenaryServices.Outcomes[1].DoFunc = (
		function(pPlayer) 
			local iCultureReward = math.ceil(100 * iMod)
			pPlayer:ChangeJONSCulture(iCultureReward)
			if GetRandom(1, 100) >= 50 then
				local unitID = GetStrongestMilitaryUnit(pPlayer, false, "UNITCOMBAT_MELEE", "UNITCOMBAT_GUN")
				local unitOne = Players[63]:InitUnit(unitID, pPlayer:GetCapitalCity():GetX() + 1, pPlayer:GetCapitalCity():GetY() + 1)
				local unitTwo = Players[63]:InitUnit(unitID, pPlayer:GetCapitalCity():GetX() + 1, pPlayer:GetCapitalCity():GetY() + 1)
				unitOne:SetHasPromotion(GameInfoTypes["PROMOTION_DRILL_1"], true)
				unitOne:SetHasPromotion(GameInfoTypes["PROMOTION_DRILL_2"], true)
				unitTwo:SetHasPromotion(GameInfoTypes["PROMOTION_DRILL_1"], true)
				unitTwo:SetHasPromotion(GameInfoTypes["PROMOTION_DRILL_2"], true)
				JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_JFD_MERCENARY_SERVICES_OUTCOME_RESULT_1_NOTIFICATION"), Locale.ConvertTextKey("TXT_KEY_EVENT_JFD_MERCENARY_SERVICES"))
			else
				JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_JFD_MERCENARY_SERVICES_OUTCOME_RESULT_2_NOTIFICATION"), Locale.ConvertTextKey("TXT_KEY_EVENT_JFD_MERCENARY_SERVICES"))
			end
		end)

Please, if it isn't too much trouble, would you consider turning it into a promotion so that can be deleted by who don't want it or eventually applied to other upgrades too ?

I'm not sure I understand. This change (Reset to level 1) only happens in the CBP once - when mounted ranged units become lancers. There's no promotion involved.

I'm gonna try the policies the way they are right now, but if I wanted to set it back to how it was before this update how would I adjust the policy costs?

In the CBP, go to the Balance/Core Changes.xml file and look for the policy cost exponent line. Increasing it will make policies take longer to acquire, decreasing it will make them come more quickly.

Funny, but version 2/3 again makes the city screen screwed.

Using EUI? Cleared cache?

G
 
I'm not sure I understand. This change (Reset to level 1) only happens in the CBP once - when mounted ranged units become lancers. There's no promotion involved.
G

Let me explain better:
I would like, if you can, that the ability to reset to level 1 when upgraded was linked to a promotion, so that it can be given to other units, besides the mounted ranged, or removed completely, if so desired.

This is something I really care about because personally I would give such promotion to many units. I don't like the fact that my modern units are stronger then others just beacuse in the classical era I fought many wars, it just doesn't make sense.

Of course I don't ask for you to share my opinion about this, but since you seem to have done the code already, I thought you could easily link it to a promotion (or turn it in an entry in the 'units' table, if you think it's better), at least to ensure a possibility of customization to the ones who want to eliminate or extend this feature.

Please, please, please... :please:
 
Let me explain better:
I would like, if you can, that the ability to reset to level 1 when upgraded was linked to a promotion, so that it can be given to other units, besides the mounted ranged, or removed completely, if so desired.

This is something I really care about because personally I would give such promotion to many units. I don't like the fact that my modern units are stronger then others just beacuse in the classical era I fought many wars, it just doesn't make sense.

Of course I don't ask for you to share my opinion about this, but since you seem to have done the code already, I thought you could easily link it to a promotion (or turn it in an entry in the 'units' table, if you think it's better), at least to ensure a possibility of customization to the ones who want to eliminate or extend this feature.

Please, please, please... :please:

The function I added is tied strictly to when a unit is upgraded (not promoted), and only when said unit changes combat class. It is, unfortunately, not tied to promotions in any fashion, as tying it to a promotion would also require a rewrite of the AI's function for choosing promotions. This wasn't so much a feature addition as it was a 'fix' for the fact that mounted ranged units go extinct during the Renaissance.

G
 
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