Vicevirtuoso's Civilizations

Oh nice! There aren't enough good modmods for Vox Populi, and I'm glad you made this. I'll test it out and give balance feedback.
Did you modify the combat strength of the Knight of the Round Table for VP? Using its vanilla stats in VP, it's weaker than contemporary mounted units.
Also, I recall there was a bit of incompatibility with Vox Populi that caused infinite great generals to start spawning at some point when Arturia was loaded. Did you encounter that issue, and did you address it?

Oh, I should also add that I also did some modmods for ViceVirtuoso's civs (with his permission, of course). Madoka Magica civpack for Vox Populi, for any potential interested parties. :)
 
Oh nice! There aren't enough good modmods for Vox Populi, and I'm glad you made this. I'll test it out and give balance feedback.
Thank you. If you can give me a feedback I would appreciate :)

Also, I recall there was a bit of incompatibility with Vox Populi that caused infinite great generals to start spawning at some point when Arturia was loaded. Did you encounter that issue, and did you address it?
Ah, I know that bug very well. When I found out it was the Saber civ's fault it was sad moment to remove her from my modlist :c5unhappy:
That was one of the reasons why I updated it.
I am not 100% sure but I think the source of the bug is the part of lua code that gives great general progression in the capital for every 2 Arthurian courts. For this purpose VV created a dummy specialist that gives GG points. I left the code intact except that I added a "if not usingCBP then" before so that it still works in vanilla but doesn't conflict with Vox Populi anymore.

Spoiler code detail :

Code:
-- IsUsingCBP
function IsUsingCBP()
    local CBP = "d1b6328c-ff44-4b0d-aad7-c657f83610cd"
    for _, mod in pairs(Modding.GetActivatedMods()) do
        if (mod.ID == CBP) then
            return true
        end
    end
    return false
end
local isUsingCBP = IsUsingCBP()

--For every two Arthurian Courts in an Empire, put a copy of the dummy building which grants Great General progress in the Capital.
function GeneralProgressInCapitalFromCourts(iPlayer)
    local pPlayer = Players[iPlayer]
    if (pPlayer:GetCivilizationType() == civilizationID) then
        local pCapital = pPlayer:GetCapitalCity()
        if pCapital then
            local iTotalBuildings = 0;
            for pCity in pPlayer:Cities() do
                if pCity:IsHasBuilding(iCourtType) then
                    iTotalBuildings = iTotalBuildings + 1
                end
            end
            iTotalBuildings = math.floor(iTotalBuildings / 2) * 100
            if not isUsingCBP then
                pCapital:ChangeSpecialistGreatPersonProgressTimes100(iSpecialistType, iTotalBuildings)
            end
        end
    end
end

if JFD_IsCivilisationActive(civilizationID) then
GameEvents.PlayerDoTurn.Add(GeneralProgressInCapitalFromCourts)
end

Did you modify the combat strength of the Knight of the Round Table for VP? Using its vanilla stats in VP, it's weaker than contemporary mounted units.
I didn't change that part of code, so if you say that the combat strengths are inappropriate for VP, then they need to be adjusted.

Spoiler Old code :

Code:
local tKOTRTable = {
    [GameInfoTypes.TECH_CHIVALRY] = 22,
    [GameInfoTypes.TECH_METALLURGY] = 28,
    [GameInfoTypes.TECH_MILITARY_SCIENCE] = 37,
    [GameInfoTypes.TECH_COMBUSTION] = 66,
    [GameInfoTypes.TECH_COMBINED_ARMS] = 77,
    [GameInfoTypes.TECH_LASERS] = 110
    }



Spoiler Adjusted code :

Code:
local combstr1 = GameInfo.Units["UNIT_KNIGHT"].Combat + 2
local combstr2 = GameInfo.Units["UNIT_LANCER"].Combat + 3
local combstr4 = GameInfo.Units["UNIT_WWI_TANK"].Combat + 6
local combstr5 = GameInfo.Units["UNIT_TANK"].Combat + 7

function KotRT_CSFix()
if isUsingCBP then return 40
else return GameInfo.Units["UNIT_CAVALRY"].Combat + 4
end
local combstr3 = KotRT_CSFix()

local tKOTRTable = {
    [GameInfoTypes.TECH_CHIVALRY] = combstr1,
    [GameInfoTypes.TECH_METALLURGY] = combstr2, 
    [GameInfoTypes.TECH_MILITARY_SCIENCE] = combstr3, -- In VP Cavalry is ranged and weaker than Lancer
    [GameInfoTypes.TECH_COMBUSTION] = combstr4, 
    [GameInfoTypes.TECH_COMBINED_ARMS] = combstr5, 
    [GameInfoTypes.TECH_LASERS] = 110
    }

with this it will automatically adjust to whatever change in the combat strength of the related units :thumbsup:
 
She'll get buffed when it's revealed she's Grand Saber Viceviruoso, mark my words.

You play FGO by the way since I know what you're talking about?
 
that governor nagato in your Kantai Collection rocks!! @Vicevirtuoso - Could you kindly make this extra Governor available to any human player as separate mod too? many thanks!!
 
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