Enlightenment Era Compatibility

Xony

Chieftain
Joined
Mar 9, 2016
Messages
99
Grew out of the old thread regarding Future World Compatibility

Version 5
tested on version before 6/14, but should be running on later versions, too.

Changelog:

  • RCS of Galleon lowered to 24
  • Galleass obsoletes at Exploration
  • added SV and Flag Icon for Landsknecht from RER
  • reduced CS of 2H to 26 and offense flavor by 2, defense flavor by 1
  • fixed incorrect Knight and Longswordsman upgrade
  • Gunsmith cost lowered to 500, Drydock and Cloth Mill to 600
  • Carrack cost changed to 200
  • buffed Longswordman slightly
  • copied pandasnails Minuteman changes
  • fixed Cossack
  • added 5 small specialist boosts in the techtree instead of shuffling them around

Edit: Changed some AI-lines for the Minuteman and Cossacks from pandasnails, so a slightly changed Version 5 got uploaded.
 

Attachments

Cool!

If anyone sees the AI doing goofy things with either the Cossack or the Minuteman, let me know!
 
Oh btw when you're at Enlightenment Era, it's like your in Industrial for Specialist Food Consumption (4) and per Era bonuses.
 
Oh btw when you're at Enlightenment Era, it's like your in Industrial for Specialist Food Consumption (4) and per Era bonuses.

Yeah, G pointed me to the DLL for it and if I understand it right with me not knowing C++, the Specialist Food Consumption should be equal the number of the Era with Ancient being 0 and it has the lower limit of 2 and upper of 7. Dunno if I misread it since the old VP version I have right now says in the civilopedia that the information era should have a consumption of 8.
 
It seems that the Theatre took the Zoo's bonus to Forest/ Jungle Tiles.

The Bastion needs to be buffed like the other Defense Buildings. The Castle gives 15 Defense and 100 HP. The Arsenal gives 20 Defense and 150 HP. [There is a huge gap in between both those buildings.]

I was thinking of having the Cloth Mill buff the Resources that start to fall behind in the Industrial Era. Most notably Quarry Resources.
 
After updating to the new version I got this when I tried to produce something after settling:
Code:
[22583.093] Runtime Error: Assets\DLC\Expansion2\UI\InGame\Popups\ProductionPopup.lua:380: attempt to perform arithmetic on local 'eraPriority' (a nil value)
The v5 version of the EE patch is apparently the cause.
 
Will change the bastion and the wrong bonus. I'm not too sure if the cloth mill is the right building flavorwise to buff quarry resources.

Hmm, that's an odd error. I'm not too sure what I changed that can make that happen. eraPriority seems like it can be only become a nil value, when the unitinfo prereq command returns nil or so? I'm not too familiar with lua. Does anyone else get the error?
 
Could it have anything to do with changing the miniteman's class twice in one document?
 
So I did just have a game where the AI built way too many Carracks and nowhere near enough Caravels. Their territory had a lot of coast tiles, so they would have made for really solid defense. But then they would attack into my mostly one tile coast territorial waters, and it was instant death by my level-uped Galleasses.

I really have seen it the other way, a nice balance, in other games tho.
 
It appears ExCE was causing my problem.
 
OK, so after more playing I'm thinking I was maybe wrong about the Carrack, and it does need ocean travel. It could still perhaps be a separate stronger-but-slower unit, just with ocean capabilities. Its a shame there's no like 'within two tiles of coast' feature.

Another choice perhaps is give them true one shot power on even levelled up Galleas, either thru increased CS or a promotion versus naval units. Honestly, melee naval units are so bad against protected cities that just increasing the CS would be fine if you want to go this way imo. (But my opinion's been wrong before)
 
Hello Xony; thanks for making this mod. Its very cool to have Enlightenment available. There seems to be a conflict the the updated CiD mod. It erases the Production button in the city; very annoying. Any chance of any update soon, as I've had to disable this one to play?
 
Well... I hope Xony would not mind this. As RER updated, I'm going to also update the CBO-EE compatibility submod.

(8) CBO-EE compatibility (v 6)
- remove unused icons to reduce file size, and better quality icons
- new 2h swordsman formation and animation code
- RER Pikeman unit model
- RER Tercio unit model
- new icon for the CBO Cuirassier


Spoiler :
attachment.php
 

Attachments

Can you use RER with the CBO? JFD put support in Phillip for it but I don't know if it would extend to CBO/CBOEE patch.
 
Can you use RER with the CBO? JFD put support in Phillip for it but I don't know if it would extend to CBO/CBOEE patch.

No, RER is not compatible with CBO.

Regarding Philip, as CBO changes not only Tercio but also Conqustitor, you'll probably need to make a support mod for Philip.
(Ask Enginseer to do it)
 
I'll just edit things on my end, I do it all the time.
 
I'll just edit things on my end, I do it all the time.

Then you can also try to import the Rodelero UU from RER into your Philip mod.
 
Back
Top Bottom