Jarcast's The Samnites

Jarcast's The Samnites 4.0

Changes:
- new civ icon
- players now can choose the totem upon founding a city instead of receiving at random
- UA totem bonuses reworked
- Meddiss Toutiks unit reworked
Changelog:
- added custom promotion icons thanks to AsterixRage;
- removed user setting option for additional unique components, now they activate automatically when the intended mod is enabled (More Unique Component for Vox Populi);
- changed first greeting diplomacy text;
- fixed and nerfed some CBP xml events;
- other minor fixes
Changelog:
  • New leader art by Tarmont and DMS.
  • Added Additional Achievements mod support.
  • Minor code fixes.
Added true start location for the following maps:
  • Adriatic
  • AfriAsiaAust
  • AfriSouthEuro
  • EuroLargeNew
  • AtlanticGiant
  • EarthMk3
  • MediterraneanHuge
  • Orient.
Changelog:
  • removed the code that granted a free warrior one turn after founding the capital when not using Vox Populi mod. This was necessary for a bug when using Vox Populi where the first unit gets the totem promotions from all the founded cities and not from capital only becoming increasingly OP.
  • now 3rd and 4th component are fully functional even without using Vox Populi mod, but be careful that is not well balanced (you can build the oppidum and enoteca behaves like the zoo plus liqueur resource and trade route bonus despite the displaying text).
Changelog:
  • Fixed error that -without Vox Populi mod enabled- prevented from loading the unique components and settler into game database;
  • Changed enoteca reource from Falanghina wine to Strega liqueur just to be a little bit more original (now compatible with Trade Opportunities for VP).
Changelog:
  • Sacratus does not appear in the civ selection UI and DoM screen anymore (as it should have been since beginning);
  • Shortened dawn of man text to better fit in the screen;
  • Totems do not provide anymore the +1:c5culture: Culture;
  • Nerfed Decision "Regulate the use of the tratturi";
  • 3rd-4th Unique Components: Now enabled by default. Enoteca yields +2:tourism: Tourism after discovering Radio (was 1). Falanghina Vox Populi happiness adjusted from 1 to 2. Oppidum does not provide anymore the +1:c5culture: Culture when built but yields +2:c5culture: Culture at Radio (was 1);
  • Adjusted some JFDLC missing support (i.e. inventions, 2 leader flavors).
Spoiler Decision changes :
OLD:
  • Must have researched Engineering.
  • May only be enacted once per game.
  • Cost: 2 Magistrates and 250 :c5culture: Culture (scales with game speed).
  • Reward:
  • +2 :c5culture: Culture on Pastures and Camps with Roads on them.
  • Gold maintenance for Routes reduced by 33%.
  • +10%:c5gold: Gold from :c5trade: City Connections.
NEW:
  • Must have researched Engineering.
  • May only be enacted once per game.
  • Cost: 1 Magistrates and 250 :c5culture: Culture (scales with game speed).
  • Reward:
  • +1:c5gold: Gold on Pastures. A Road spawns on Pastures (if not already there).
  • Gold maintenance for Routes reduced by 20%.
Changelog
  • Someone made me notice that the first unit (warrior or pathfinder in VP) gains the promotion from the totem of all the founded cities and not from the capital only. To fix this, the free warrior at start was removed and granted back the turn after founding the capital. To not leave the settler alone and helpless against Barbarians, I granted to the first settler only the ability to always withdraw from melee attacks. For Vox Populi situation was a little bit trickier, I had to add some lua rows to eliminate the pathfinder, but then same things as above apply. (AI gets only one free unit in any case.)
  • Horse totem grants no more science from pastures.
  • The bonus from Bull/Ox totem nerfed to +3:c5food: Food and +3:c5production: Production (was +5/+5), and it goes down to +0:c5citizen: /+1:c5food:/+1:c5production: if Samnites are AI.
  • When Samnites are played by AI, the faith bonus from the UA is now just 1:c5faith: Faith per city regardless of the number of nearby resources.
  • When Samnites are played by AI, the Tribe Palaces obtained through Vox Populi event does not provides science anymore (other yields are reduced) and the monastery event is disabled.
Remember to check the options in the file UserSettings.sql, especially if playing with Vox Populi or intending to play with also the 3rd and 4th unique components.
The last update featured still the old file without the additions I made.
If you see a "Samnites_4UC" folder then everything is ok (it contains the files for the 3rd and 4th unique components).
And in the UserSettings.sql file you should now have:

Code:
--==========================================================================================================================
-- USER SETTINGS (Thanks to JFD <3)
--==========================================================================================================================
-- JFD_GlobalUserSettings
------------------------------------------------------------
CREATE TABLE IF NOT EXISTS
JFD_GlobalUserSettings (
    Type     text         default null,
    Value     integer     default 1);
    
--------------------------------------------------------------------------
-- Disabled =0 | Enabled =1
INSERT INTO JFD_GlobalUserSettings
        (Type,                                Value)
VALUES    ('SAMNITES_GREAT_PEOPLE_POINTS',    1), -- Put 0 to disable if you think that it is too OP that sanctuaries give also 1 Great Person point
        ('SAMNITES_FOUR_COMPONENTS',        0), -- Put 1 if you want to activate the 3rd and 4th Unique component (UB Enoteca, UI Oppidum)
        ('SAMNITES_VP_RES_HAPPINESS',        0); -- Put 1 if you are using Vox Populi-CBO (this changes from 4 to 1 the Happiness from Falanghina luxury resource)

--==========================================================================================================================   
--==========================================================================================================================

Sorry for the inconvenience.
Changelog
  • Fixed missing icon of Legio Linteata in city screen view when using DirectX 11.
  • Vox Populi mod only: Legio Linteata now unlocks with Military Theory tech.
  • Added compatibility to 3rd and 4th Unique Components for VP.
Important note: the additional components are disabled by default. If you want to activate them open MODS\Jarcast's The Samnites [BNW] (v 3)\UserSettings.sql with Notepad and change from 0 to 1 where it says "SAMNITES_FOUR_COMPONENTS".



Note: If you are using Vox Populi (Community Balance Overhaul) then you may want to open UserSettings.sql and change to 1 "SAMNITES_VP_RES_HAPPINESS" so to make sure that the Falanghina luxury resource yields 1 Happiness and not 4 as without VP.
After long, finally I had time to make a few games with my civ and correct the emerging issues.
At 99% this is the final version.

Changelog:
  • Fixed error in UA lua code: for the purpose of choosing the animal sanctuary now it correctly counts all the resources within the working radius of the city (before it counted only the ones outside the borders ignoring the ones on the tiles adjacent to the founded city);
  • Fixed error in UA lua code: now when there is no animal resource around, the Bird sanctuary is correctly given instead of the Horse sanctuary.
  • Fixed a bug by which without my additional city states mod the compatibility with JFD's Cultural Diversity is messed up giving the Colonial culture. Now it gives Classical as it is supposed to be.
  • Small UA addition: now each animal sanctuary (except luxury resources) is tied to a specific great person and gives +1 point toward that GP per turn.
    Spoiler Details :
    Horse Sanctuary: +1 Writer point. // Bull/Ox Sanctuary: +1 Artist point. // Goat Sanctuary: +1 Merchant Point. // Buffalo Sanctuary: +1 Engineer point. // Deer Sanctuary: +1 Scientist point. // Bird sanctuary: +1 Musician point.
    If you think this feature makes it too OP or not "flavorful", you can disable it by opening the file UserSettings.sql in the mod folder with notepad and changing the related value from 1 to 0.
  • Slightly changed the animal sanctuary bonuses: Horse sanctuary now gives also +1 :c5science: on pastures. // Bull/Ox sanctuary gives instead +2:c5citizen: +5 :c5food: and +5:c5production: to the city the turn after founding. // Goat sanctuary now gives :c5production: instead of :c5gold:. // Bird sanctuary now gives :c5gold: instead of :c5production:, as well as +1:c5food: from Mines and Quarries, and +1:c5production: from Farms and Plantations.
  • Adjusted Vox Populi events code: reduced frequency of the events, so that the other non-civ events appear more frequently. Nerfed the gains from choice 10 (meddix minor reporting good news).
Changelog
  • Samnites_Decisions.lua: added further condition if adjacentPlot:GetWorkingCity() == pCity then to prevent tiles within the workable radius of more than one city to receive the +2:c5culture: bonus more than once.

  • Samnites_EnDaddons.lua:
    :c5moves:changed from Events.SerialEventImprovementCreated.Add to GameEvents.BuildFinished.Add (compatible to BNW only) to avoid to inexplicably receive the +2:c5culture: bonus twice when building a road (through Events.SerialEventRoadCreated.Add and Events.SerialEventImprovementCreated.Add);
    :c5moves:moved to here the one shot effect of an event choice granting 2 great writers .

  • Samnites_Events_CBP.xml: changed EventAudio, and removed the non-working part granting 2 great writers one shot.
Changelog

Added two more choices without requirements to the unique Samnite event.
Changelog:

Corrected an error in the lua code of the Events&Decisions addons that prevented the function from working properly (some choices produced no effect when selected).
From
function UniqueEventSamnites(pPlayer, iChoice)
...
end
GameEvents.EventChoiceActivated.Add(UniqueEventSamnites)
to
function UniqueEventSamnites(iPlayer, iChoice)
local pPlayer = Players[iPlayer]
...
end
GameEvents.EventChoiceActivated.Add(UniqueEventSamnites)


Event pic (just because)
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