CBP and (3UC) 3rd Unique Component compatibility mod

Dnorak

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There is an interesting mod by mikeburnfire that add more Unique Component to civs but its not balanced with CBP, and I think it would be great to change it in accordance with changes in the buildings and units in CBP. My English is not good and I'm new to civ modding but I know programming so I think I can try do it. Maybe I will need some advices from you about the balance.
update: I got permission to adapt these mods for CBP. And here is test version. For now only 15 components adapted. All thanks to the mod authors. Credits:
Spoiler :
- mrc2022 - for starting the project and providing a partially complete WIP mod
- whoward69- for the Dojo and Bull Ring buildings
- BlouBlou - for the Riad building
- LastSword- for the lua code used in the International Tradehouse, and other LUA code.
- Tomathek - for the Sofa unit
- Wolfdog - for the Junk Ship unit
- Kwadjh - for the Hippodrome and Canals icons
- Barathor - for the Dojo, Bull Ring, Mandir and Viking Longhouse icons
- Alan H - for the Agora icon
- janboruta - for the Landwehr, Streltsy, Gallowglass, Redcoat icons
- Leugi - for the Chasqui icon
- sukritact - for the Monolith Church icon
- wodhann - for the Cothon icon and Redcoat unit flag
- bernie14 - for the Landwehr, Khopesh Swordsman, Redcoat and Uhlan unit model
- danrell - for the Eagle and Clibanarii unit model
- JTitan - for the Chasqui and Sofa unit models
- Patum333 - for the Iroquois Rusher unit model
- ZeUplneXero- for improving the Royal Guard icon
- Horem - for the "tulip" and flax improvement models
- mikeburnfire- the icons for Royal Guard, Ziggurat, Salon, Khopesh Swordsman, War Junk, Festival, Wayang, Iroquois Rusher, Ballcourt, Clibanarii, Uhlan, Sala, Kraal, and many of the unit flags.

Special thanks to LastSword for the help in development of special caracteristics
And special thanks to all that participate in the thread discussion on CivFanatics
Special thanks to all mentioned above for their work and to Skaz881 for troubleshooting and attention dedicated to this mod
 
Pretty sure I've mentioned adding third of forth uniques earlier on, and the problem is still that no matter how many you add, you'll still have imbalances and problems. Adding these would mostly just make the game even more confusing to new people. It would also lower the overall quality by adding custommade models and images (Yes most of the ones we have look fantastic, but they are still playermade, which shows).
 
Also, that makes it impossible to balance new civilization mods.

Unless you force the creator to make an alternative 3d unique that only unlocks with CPP installed. Considering most customcivs require the author to rework them for CPP anyways, this wouldn't be too much of an issue (probably :D)
 
Unless you force the creator to make an alternative 3d unique that only unlocks with CPP installed. Considering most customcivs require the author to rework them for CPP anyways, this wouldn't be too much of an issue (probably :D)

The time it would take to add a third unique to all of my Civs would be longer than creating three (or possibly more) brand new Civs with full E&D support. In comparison, CPP compatibility is relatively easy; just add a reference to the mod, and have a separate file for a few relatively minor things like granting Poverty/Illiteracy/etc. reduction to appropriate UB replacements.

It'd be even worse in the case of, say, JFD, who has several more Civs than my already-quite-high number.
 
The time it would take to add a third unique to all of my Civs would be longer than creating three (or possibly more) brand new Civs with full E&D support. In comparison, CPP compatibility is relatively easy; just add a reference to the mod, and have a separate file for a few relatively minor things like granting Poverty/Illiteracy/etc. reduction to appropriate UB replacements.

It'd be even worse in the case of, say, JFD, who has several more Civs than my already-quite-high number.

He said it was impossible, I said it was possible, you're saying it would be annoying. While you are complaining about it, you would probably still do it, atleast for a select few civs. Possibly same with JFD but considering how much he does all the time (Seriously does that guy even sleep? :D) and the fact that his civs seems to be a collaberation with another guy(or more guys) that I know nothing about, it makes it even harder for me to make a guess about it :D.

Anyways again I was against this from the start, just saying customcivs isn't the killing factor.


Don't get me wrong I would love each civ to have something like 10 perfectly balanced unique units/buildings/abilities. it would make every civ feel like a different game and it would probably be awesome, but realistically it just won't end well.
 
This would be particularly amazing, but definitely too much of a challenge for implementation.
 
Added to the first post the test version of adaptation, for now only 15 components are adapted, please test and tell me what you think and report about bugs and offers about balance.
I'll continue the work of adapting 3UC and 4UC mods.
 
Added to the first post the test version of adaptation, for now only 15 components are adapted, please test and tell me what you think and report about bugs and offers about balance.
I'll continue the work of adapting 3UC and 4UC mods.

Great news, its nice to see more people with technical skills get involved in improving/developing the mod. Thank all of you !:thanx:
 
Great news, its nice to see more people with technical skills get involved in improving/developing the mod. Thank all of you !:thanx:

Yup I think we can give it a try.
The balance issue should not be any big problem as this mod simply adds new units to it, instead of replacing what is there already..
 
Hi! I'm fine with you guys using the 3UC mod with your CBP mod. The 3UC project is the cumulative effort of many people, afterall, so I hardly consider myself the author (I just picked up the project where it left off and finished it).

Obviously, Civ creators aren't going to add custom 3UCs for their mods, so you'll just have to accept that this mod gives Firaxis civs a small bonus and deal with it as you want.
 
Easiest way to do this would be re-adding all the removed UUs and adding UBs(as they do seem easier to create) or possibly UIs for the other civs.

As long as every civ have atleast one UB balancing should be easy enough.
 
Remember that a lot of unique units from Vanilla were removed in CP and replaced, Shoshone scout for example, or Rome's Ballistra!
 
It works very poorly if at all with CPP. It would require a major rework if not a complete restructuring to get a decent result.
 
For me, this should only go in one direction. UA+UU+UB+UI. But, granted, just my opinion.
 
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