2nd UU & 2nd UB

here are my thoughts on the UUs:
Spoiler :
You should rename English Longbow to Yeoman

a hoplite is just someone fighting in phalanx formation

for mali, a Sofa (slave soldier) would be better IMO, with a bonus to attacks against cities and siege

I suppose a boyar is acceptable for russia, but I would prefer a Streltsy (Musketman with bonus to city attack)

For Carthage, you could name the unit an Atlas Elephant, which is one of the species they used.

For Celtia, you could name the unit Carpentom, which may have been what the celts called them.

Since most units cant enter jungle, part of the Phakaks bonus is useless.
 
here are my thoughts on the UUs:
Spoiler :
You should rename English Longbow to Yeoman

a hoplite is just someone fighting in phalanx formation

for mali, a Sofa (slave soldier) would be better IMO, with a bonus to attacks against cities and siege

I suppose a boyar is acceptable for russia, but I would prefer a Streltsy (Musketman with bonus to city attack)

For Carthage, you could name the unit an Atlas Elephant, which is one of the species they used.

For Celtia, you could name the unit Carpentom, which may have been what the celts called them.

Since most units cant enter jungle, part of the Phakaks bonus is useless.

Thanks for your comments. But I disagree with some:
1. Ok. But "Yeoman Archer" is even better than "Yeoman", because yeoman isn't neccessarily the person that handles the bow.
2. I know. I could change the name, but I also could change it into: Slinger (archer), Hypatist (swordsman) or Companion Cavalry (horse archer). But I prefer to keep this one and change the name.
3. I keep the Trade Caravan. It combines the UU with their UHVs very good IMO.
4. Funny. I wanted to ask everyone what they think of that. You were just earlier to propose it. (But I don't know some unique features of it. And should it replace the Musketman or the Rifleman. I suppose the last)
5. In this case, I also should rename the Brave (native america) into Mustangs etc. I keep the name as it is.
6. I'll change it.
7. How do you mean? If they were any other type, you would have the same problem. And they only have first strike immunity right know. So I don't know which bonus would be useless. But I need a good feature, so if you have one, please say it.
 
On the Streltsy: It should be a musketman, because Strelets used early firearms like arquebuses, not rifles. I suggested a city attack bonus because of this part of the wiki article:

The streltsy were used in static formations, often against set formations or fortifications. They often fired from a platform and employed a mobile wooden "fortification" known in Russian at a "gulyai gorod" (literally a "walking fort"). They reportedly fired in volley or caracole fashion; the first line firing and then stepping back to reload while the second line stepped forward to fire.[3]


For 5, I mean that the name Carthaginian War Elephant replacing War Elephant seems kind of dull (especially because the game appends the adjective to the name when in combat anyways).

For 7, i mean that since most units cant enter jungle, they cant really defend in jungle. Or was that only in the text?
 
On the Streltsy: It should be a musketman, because Strelets used early firearms like arquebuses, not rifles. I suggested a city attack bonus because of this part of the wiki article:




For 5, I mean that the name Carthaginian War Elephant replacing War Elephant seems kind of dull (especially because the game appends the adjective to the name when in combat anyways).

For 7, i mean that since most units cant enter jungle, they cant really defend in jungle. Or was that only in the text?

I made the Streltsy replace the Musketman with +25% city attack and minor collateral damage.

Which text? Do you mean in the Civilopedia? If yes, how do you get those texts? I only got the "Pedia" text and not the strategy. And yes, it only says it in the text if so.
 
Ah. I actually opened the text files.

For the Streltsy, there is a unit on the site, but its basically just a Janissary reskinned to have a red uniform.
 
Ah. I actually opened the text files.

For the Streltsy, there is a unit on the site, but its basically just a Janissary reskinned to have a red uniform.

I know. I'm already using it.
 
V0.2 of the 2nd UU modcomp is up! Grab it from the 1st post. For the changes, see the changelog on the 1st post.

Important note: It's now for RFCMarathon. It won't work for RFC anymore.
 
EDIT: corovanrobbet is correct; Strelet is the singular. Odd. I always thought it was the other way around.
 
I named them Strelets first, but when mechaerik introduced them (although I would have done it myself if he hadn't), I thought they were called so. When I looked at wikipedia, the were called Streltsy. But I'll rename them to Strelets if you want that.

(Actually, I call them Strelets myself, instead of Streltes, but again I thought that term was the official one.)
 
Currenlty, I'm trying to make the 2nd UB working properly. (And change some things to your suggestions) But I have some problems.

1. Lone Wolf suggested the "Temple of the Sun" for the Incan 2nd UB. I found these options. Please pick your favorite. (If you found a better one, please give me the link)
http://forums.civfanatics.com/downloads.php?do=file&id=7331
http://forums.civfanatics.com/downloads.php?do=file&id=4390

2.
The Main Problem
I don't know how it comes, but the 2nd UB's are acting if they are embassies. (except the German Rathaus and Babylonian Garden) This means you can't build your own 2nd UB. (Obvious, who would build a building that keep contact with themselves) Unfortunately, I don't know how to fix this. Could someone please help me? See the screenshot for more info.
 
Did you update the Consts.py file according to your added buildings and units?

In case you're not familiar with it, that file declares a lot of constants by which the Python code can access buildings etc. In vanilla RFC it should look like this:

Code:
[...]
iUnitedNations = 140
iSpaceElevator = 141
iMilitaryAcademy = 142
iArtemis = 143
iSankore = 144
iGreatWall = 145
iStatueOfZeus = 146
iMausoleumOfMaussollos = 147
iCristoRedentor = 148
iShwedagonPaya = 149
iMoaiStatues = 150
iCorporation1 = 151
iCorporation2 = 152
iCorporation3 = 153
iCorporation4 = 154
iCorporation5 = 155
iCorporation6 = 156
iCorporation7 = 157
iApostolicPalace = 158
iLeaningTower = 159
iOlympicPark = 160

iNumBuildings = 161 
iPlague = 161
iNumBuildingsPlague = 162

iEgyEmbassy = 162
iIndEmbassy = 163
iChiEmbassy = 164
iBabEmbassy = 165
iGreEmbassy = 166
iPerEmbassy = 167
iCarEmbassy = 168
iRomEmbassy = 169
iJapEmbassy = 170
iEthEmbassy = 171
iMayEmbassy = 172
iVikEmbassy = 173
iAraEmbassy = 174
iKhmEmbassy = 175
iSpaEmbassy = 176
iFraEmbassy = 177
iEngEmbassy = 178
iGerEmbassy = 179
iRusEmbassy = 180
iHolEmbassy = 181
iMalEmbassy = 182
iPorEmbassy = 183
iIncEmbassy = 184
iMonEmbassy = 185
iAztEmbassy = 186
iTurEmbassy = 187
iAmeEmbassy = 188

iNumBuildingsEmbassy = 189
The numbers after each variable are the numbers of their buildings' entries in Civ4BuildingInfos.xml. So if you add a new building in the middle of the XML file, the numbers of all buildings below it have to increase by one. I strongly advise to put all new buildings right above the "plague" building (after Olympic park in this case), and increase all numbers below it by one (that includes "iNumBuildings", "iNumBuildingsPlague" and "iNumBuildingsEmbassy").
 
Did you update the Consts.py file according to your added buildings and units?

In case you're not familiar with it, that file declares a lot of constants by which the Python code can access buildings etc. In vanilla RFC it should look like this:

Code:
[...]
iUnitedNations = 140
iSpaceElevator = 141
iMilitaryAcademy = 142
iArtemis = 143
iSankore = 144
iGreatWall = 145
iStatueOfZeus = 146
iMausoleumOfMaussollos = 147
iCristoRedentor = 148
iShwedagonPaya = 149
iMoaiStatues = 150
iCorporation1 = 151
iCorporation2 = 152
iCorporation3 = 153
iCorporation4 = 154
iCorporation5 = 155
iCorporation6 = 156
iCorporation7 = 157
iApostolicPalace = 158
iLeaningTower = 159
iOlympicPark = 160

iNumBuildings = 161 
iPlague = 161
iNumBuildingsPlague = 162

iEgyEmbassy = 162
iIndEmbassy = 163
iChiEmbassy = 164
iBabEmbassy = 165
iGreEmbassy = 166
iPerEmbassy = 167
iCarEmbassy = 168
iRomEmbassy = 169
iJapEmbassy = 170
iEthEmbassy = 171
iMayEmbassy = 172
iVikEmbassy = 173
iAraEmbassy = 174
iKhmEmbassy = 175
iSpaEmbassy = 176
iFraEmbassy = 177
iEngEmbassy = 178
iGerEmbassy = 179
iRusEmbassy = 180
iHolEmbassy = 181
iMalEmbassy = 182
iPorEmbassy = 183
iIncEmbassy = 184
iMonEmbassy = 185
iAztEmbassy = 186
iTurEmbassy = 187
iAmeEmbassy = 188

iNumBuildingsEmbassy = 189
The numbers after each variable are the numbers of their buildings' entries in Civ4BuildingInfos.xml. So if you add a new building in the middle of the XML file, the numbers of all buildings below it have to increase by one. I strongly advise to put all new buildings right above the "plague" building (after Olympic park in this case), and increase all numbers below it by one (that includes "iNumBuildings", "iNumBuildingsPlague" and "iNumBuildingsEmbassy").

Yes, I updated it. (I even use the consts.py from your modmod to see how it is done when I included more buildings)

EDIT: This is how it looks now.
Code:
iMoaiStatues = 150
iCorporation1 = 151
iCorporation2 = 152
iCorporation3 = 153
iCorporation4 = 154
iCorporation5 = 155
iCorporation6 = 156
iCorporation7 = 157
iApostolicPalace = 158
iLeaningTower = 159
iOlympicPark = 160
iAmericanWildWestBank = 161
iArabianNomadicSheepFarm = 162
iAztecVenusTemple = 163
iCarthageShipyard = 164
iChineseFamilyAltar = 165
iNetherlandsMolen = 166
iEgyptianKushitePyramid = 167
iEnglishDungeon = 168
iEthiopianGroupRanche = 169
iFrenchChateau = 170
iGreekAgora = 171
iIncaNazcaLines = 172
iIndianVedas = 173
iJapaneseGeishaHouse = 174
iKhmerSpiceStock = 175
iMaliCaravanHouse = 176
iMayaStoneHead = 177
iMongolYurt = 178
iPersianShalimarGarden = 179
iPortugalExplorerHouse = 180
iRomanCastra = 181
iRussianKremlin = 182
iSpanishTauromaquia = 183
iOttomanBazaar = 184
iVikingStoreHouse = 185

iNumBuildings = 186
iPlague = 186
iNumBuildingsPlague = 187

iEgyEmbassy = 187
iIndEmbassy = 188
iChiEmbassy = 189
iBabEmbassy = 190
iGreEmbassy = 191
iPerEmbassy = 192
iCarEmbassy = 193
iRomEmbassy = 194
iJapEmbassy = 195
iEthEmbassy = 196
iMayEmbassy = 197
iVikEmbassy = 198
iAraEmbassy = 199
iKhmEmbassy = 200
iSpaEmbassy = 201
iFraEmbassy = 202
iEngEmbassy = 203
iGerEmbassy = 204
iRusEmbassy = 205
iHolEmbassy = 206
iMalEmbassy = 207
iPorEmbassy = 208
iIncEmbassy = 209
iMonEmbassy = 210
iAztEmbassy = 211
iTurEmbassy = 212
iAmeEmbassy = 213

iNumBuildingsEmbassy = 214
 
Then it's odd. A similar constant declaration also exists in the DLL (CvRhyes.h), but IIRC I was able to add new buildings without problems before I even started to edit the DLL.

Did you test if it's maybe just a display issue? That the embassies still act as embassies, but your new UBs only have the wrong tooltip?
 
Then it's odd. A similar constant declaration also exists in the DLL (CvRhyes.h), but IIRC I was able to add new buildings without problems before I even started to edit the DLL.

Did you test if it's maybe just a display issue? That the embassies still act as embassies, but your new UBs only have the wrong tooltip?

I didn't fully tested them. I only tested if I was able to build the 2nd UBs. (But I wasn't)
 
Strange. I just added Kremlin as a new Russian UB, fit just above plague and everything under it plused by one. Lo and behold, Kremlin could be constructed with ease. First time that's happened.
(Though to be honest, it used Citadel's graphics i.e. something already existing. Maybe your art files should be in the same order as in BuildingInfo files as well?)

It doesn't seem to affect the embassies in any way or display Plague in Civilopedia, so that might be it. I'll post if there's something wrong with the embassies.

EDIT: It DOES affect the embassies. After WB'ing a Great Spy to infiltrate China in 600 AD start, I could build only an Indian Embassy. So, what now?
 
Bad news everyone!

It's determined in the DLL if an embassy can be built (i.e. if you have contact and the required espionage points), which means you have to tell the DLL the building IDs, which means you need a compiler to make it work :(
 
Bad news everyone!

It's determined in the DLL if an embassy can be built (i.e. if you have contact and the required espionage points), which means you have to tell the DLL the building IDs, which means you need a compiler to make it work :(

!@^#%^*&%$*#&^#*& :mad::mad::mad:

I can't do that myself. Someone has to do it for me, otherwise this modcomp won't be playable.
 
If the modmod is based on the latest version of RFCM, send me your Consts.py file and I'll translate it into the respective GameCoreDLL.

Just make sure you have added all the buildings you want, because repeating this would get tedious ;)
 
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