The Amazons
Is Hippomache's ability to capture and replace Horse managed by AI?

For the AI the ability is coded so that when the Hippomache passes over a horse tile, the resource is automatically moved to an available empty tile in the nearest city.
 
I am liking the Amazons. I have questions:
Hippomache upgrades to Knight rather than Skirmisher?
Hippomache should have a 'Capture Horses' button if ability has not been used?
I play with VP - EUI, 3/4 UC, and a TON of MODS. I am assuming that something is breaking the button on Hippomache. Has anyone else seen this?
 
With VP I have similar issues as Dovaj. Cannot capture horses and the supposed changes for VP do not show up.
 
Yes, the Hippomache upgrades into a Knight also when playing with VP.
For the button, I used the mission code embedded in the CBP dll (the one used also for the Great Admiral mission that gives luxuries) so it's fully compatible with it. I play VP with EUI I have never had problems, so I have no idea what can create the conflict in your case.
 
With VP I have similar issues as Dovaj. Cannot capture horses and the supposed changes for VP do not show up.

mmm... I'll give it a look at it. Probably with the last VP updates something broke.
 
Ok, I did a quick check with the last beta of VP with EUI (April 29th) and everything works.

Spoiler List of enabled mods :
Code:
[1290.390] EUI_context: Active MOD:    a323e0c6-91a5-430e-9df3-555ae355b235    ! Jarcast's Clock Tower Building    Version    1
[1290.390] EUI_context: Active MOD:    7571a124-2438-465e-9f2b-892fe276bd4d    !Jarcast's Some More City States    Version    3
[1290.390] EUI_context: Active MOD:    f89f63f3-36ea-4487-ad70-0c5533563cd2    !Jarcast's The Amazons    Version    2
[1290.390] EUI_context: Active MOD:    d1b6328c-ff44-4b0d-aad7-c657f83610cd    (1) Community Patch    Version    94
[1290.390] EUI_context: Active MOD:    8411a7a8-dad3-4622-a18e-fcc18324c799    (2) Community Balance Overhaul    Version    13
[1290.390] EUI_context: Active MOD:    eead0050-1e3f-4178-a91f-26cf1881ac39    (3) City-State Diplomacy Mod for CBP    Version    28
[1290.390] EUI_context: Active MOD:    c7bf7064-d1b1-4708-9e93-7a1560868582    (4) C4DF - CBP    Version    11
[1290.390] EUI_context: Active MOD:    be2d13ee-d18d-410e-8f04-7cd19cd99a98    (5) More Luxuries - CBO Edition (5-14b)    Version    155
[1290.390] EUI_context: Active MOD:    24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2    (6a) Community Balance Overhaul - Compatibility Files (EUI)    Version    1
[1290.390] EUI_context: Active MOD:    0f1eab20-b84e-4277-a3cc-f772b952be54    (7a) Promotion Icons for VP    Version    3
[1290.390] EUI_context: Active MOD:    1f0a153b-26ae-4496-a2c0-a106d9b43c95    (7b) UI - Promotion Tree for VP    Version    22
[1290.390] EUI_context: Active MOD:    ef8387f0-b053-4c84-90ce-c3c5cb21a580    (8a) Community Events    Version    4
[1290.390] EUI_context: Active MOD:    e569b799-91d5-4360-b407-be5146fcec32    (8b) Events and Decisions (CBO)    Version    14
[1290.390] EUI_context: Active MOD:    87b2deae-83cb-9b88-9017-79e741d3739c    (8c) Enlightenment Era (Vox Populi)    Version    2
[1290.390] EUI_context: Active MOD:    0bf29dbe-55cc-425d-82ac-56408bbc7cbc    (9) HNR Lite + JFD's ExCEE Resources for Vox Populi    Version    3
[1290.390] EUI_context: Active MOD:    1c6595cb-fe8a-4030-b3cf-e6549b58b468    (9) Wonders Expanded    Version    2
[1290.390] EUI_context: Active MOD:    f30c5651-8fce-44c8-abe6-4bc9bd582098    (9.02) UI - Trade Route Overview Enhanced (Vox Populi)    Version    1
[1290.390] EUI_context: Active MOD:    6eab2123-f4cb-401a-a165-55833306c1ae    (9.04) Vox Populi's Bare Necessities    Version    5
[1290.390] EUI_context: Active MOD:    e53b3cb8-48a9-4f46-8e1d-c9d3e8fa2233    (9.05) Enginseer's Pontoon Bridges for VP    Version    1
[1290.390] EUI_context: Active MOD:    675ba5ec-dc5a-400f-9864-8170568d04e5    (9.06) Enhanced Naval Warfare for Vox Populi    Version    2
[1290.390] EUI_context: Active MOD:    ccf47da8-4d56-4c74-a416-ab07a98484a8    (9.09) Worker Mountaineering    Version    2
[1290.390] EUI_context: Active MOD:    baec6cb7-36d9-425a-a72b-e8f7d7ad1b01    Neolithic Wonders    Version    1
[1290.390] EUI_context: Active MOD:    12f72070-3f4d-425a-bef0-b6c14a3738ac    National Wonder Collection    Version    3
[1290.390] EUI_context: Active MOD:    481300ce-c7f4-4094-bb59-0394f190e05c    Alternative Civilization Icons    Version    2
[1290.390] EUI_context: Active MOD:    a235544c-5145-487e-8fa4-ae4f0e12d587    Machiavelli's Cities of Marble (BNW)    Version    6
[1290.390] EUI_context: Active MOD:    f0296a5b-dcc9-41de-b4ba-28c0a59e2661    Culture buildings buffs    Version    1
[1290.390] EUI_context: Active MOD:    e576894a-ed2b-4033-be14-ed1c8ceb81d3    Map Labels    Version    6
[1290.390] EUI_context: Active MOD:    170c8ed1-b516-4fe2-b571-befeac39d220    Ingame Editor    Version    38
[1290.390] EUI_context: Active MOD:    31a31d1c-b9d7-45e1-842c-23232d66cd47    JFDLC (07) - JFD's Cultural Diversity (Core)    Version    16
[1290.390] EUI_context: Active MOD:    0410e638-98da-4d02-930a-daf4c3a120ef    Quick Turns    Version    10
[1290.390] EUI_context: Active MOD:    5114ca56-5621-43cb-a024-e0884b6045da    Reforestation    Version    8
[1290.390] EUI_context: Active MOD:    aec5d10d-f00f-4fc7-b330-c3a1e86c91c3    robk's InfoAddict    Version    22
[1290.390] EUI_context: Active MOD:    f880b356-abd7-4589-99d8-e28df6d9d38e    Sukritact's Civ VI Style City Names    Version    1
[1290.390] EUI_context: Active MOD:    6010e6f6-918e-48b8-9332-d60783bd8fb5    Historical Religions Complete (BNW or GK)    Version    31
[1290.390] EUI_context: Active MOD:    726cd01f-8ea2-4438-8085-21ee14bd9500    Wonder Race    Version    7

1) freshly trained Hippomache is not on a Horse tile -> no 'Trap Horse' button


2) freshly trained Hippomache reaches a Horse tile -> "Trap Horse" button appears between fortify and alert


3) clicking the button correctly remove horses from tile and the button disappears


4) time to go back home and proudly show the loot to the queen


5) This flood plain looks a nice place where to raise our newly acquired horses. The button "Place horses" appears because in owned lands.


6) Clicking the button spawn the captured horses on tile.


Important note: the ability can be used only once per unit (for balancing purposes), so our Hippomache unit cannot capture Horses anymore and the button "Trap Horses" will never appear again.
You need to train a new Hippomache unit in order to use the ability again.
 
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Thanks for the response & your amazing mods!
After some testing (removing submods one by one) I have identified the problem.
The aforementioned issues (mod not recognizing VP and missing buttons) ensued whenever I included other custom civs such as Leugi's Israel for VP, Goths for VP, or Phoenician for VP.
After removing all other custom civs (except for Greece/Macedon split) I could play the Amazons with their intended mechanics.
 
Ok, I did a quick check with the last beta of VP with EUI (April 29th) and everything works.
Thanks for the response & your amazing mods!
After some testing (removing submods one by one) I have identified the problem.

Thanks to you both for looking in to this I love Jarcast's work and our community for working together and sharing.
 
Just a small question concerning the Amazon's UA. I don't know if this is a design choice but only archery units strictly adjacent to the GG get the bonus to their range on the next turn. Usually, aura buffs work immediately and also affect the unit stacked with the buffer unit.
 
Just a small question concerning the Amazon's UA. I don't know if this is a design choice but only archery units strictly adjacent to the GG get the bonus to their range on the next turn. Usually, aura buffs work immediately and also affect the unit stacked with the buffer unit.

I checked the code and noticed that the check for a general occurs for adjacent plot but I forgot to add the check also for the same plot (i.e. when GG is staked).
Also I preferred to have the check to be performed once every turn instead of every time a unit moves (that occurs many times in a turn) to speed up the computation time.
However, in the later mod of Bengal that I coded I made a compromise that is if the civ is played by human the buff applies immediately when a unit moves to designated plot, if the civ is played by AI the buff is applied every turn instead to quicken the game. I may translate this approach also to the Amazons mod and make everyone happy.
Given that I also forgot to flag the leader gender as female (and so in game it is addressed as masculine) I think I will make a ninja update to the mod to address those small issues.
 
Amalfi finally released



Spoiler Vox Populi additions :
UA: Can purchase Trade Units bypassing building requirements.

UU: Establishing a fondaco in lands of other civilizations gives a +5 Diplomatic modifier to Amalfi (the Fondaco has the same yields of a Town, so it's a free Town after all).

More unique components

UU2: Saettia
A unique Galleass replacement for Amalfi.
It is weaker but has double movement along the coast, and can carry up to 3 non-combat land units generating :c5greatperson: Great Merchant points while doing so.
Can cross oceans once its upgrade is available.

UB: Paper Mill
Unique Amalfitan Windmill replacement.
In addition, +1 :c5production: Production from Scari, Lumbermills, and Logging camps.
+2 :c5production: Production from Civil Servants in City.
Provide 1 Paper plus 1 Paper for every 3 Paper Mills in the empire.
-1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress.


DIRECT DOWNLOAD | STEAM WORKSHOP
 
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I just tried out your new civ and it seems that when the mod is active neither the player nor AIs are able to create missionaries/inquisitors.
In the my current game I'm using VP and quite a few modmods. After removing all mods but VP, 4UC and this mod, the issue seems to persist.
Spoiler Screenshot of religion overview :
No Missionaries.png
 
mmm... I may know the culprit
can you check if with this version it works?
 

Attachments

  • Jarcast's Duchy of Amalfi (v 1).zip
    12.3 MB · Views: 93
Thanks for the quick response and the fix! The buttons for both units have reappeared in my previous save.
However, I cannot click on them even if I have sufficient faith to buy them.

Edit: Starting a new game I can now spawn the units using IGE. Well, I have to start a new save I guess :)
 
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Nice. I have uploaded the update on cfc and steam.
 
To add to AsterixRage, if you want an overview of the changes/additions compared to the base game I suggest you to visit the dedicated wikia
 
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