2nd UU and 2nd UB for DoC

Yep, that was it :)

The mod works now but apparently I can't build any religious buildings but the pagan temple ?
 
Ok, bad news. It turns out I do have to edit the DLL to deal with the added buildings. (I thought that wasn't necessary anymore with the removal of the embassies) This will probably mean that I won't be able to make this game git compatible.
 
Ok, great news. I found a way to avoid DLL changes, yet adding new buildings. I just placed them after the plague in the XML.

I uploaded a new v1.14 version. Git users should do a pull from my branch. (The manual explains how)
 
Ok, great news. I found a way to avoid DLL changes, yet adding new buildings. I just placed them after the plague in the XML.

Don't they count as wonders that way?
 
I don't think so. In python, the list of wonders is cut of at the Plague building, so only the buildings between iBeginWonders and iBuildingPlague do count as wonders. I'm fairly sure the same applies to the DLL. (I mean, both python and DLL need to distinguish that the plague isn't a wonder, right?)
 
Yeah that's great :goodjob:

Another thing : Seljuks spawn with chevaliers (2nd french uu) instead of ghulam warriors (and I really don't know which one is worse ;) )
 
I love this modmod, but the Civilopedia is not working properly. The added UU and UB do not show up in the entry for the civilization they belong to, only the original DoC uniques do.

Do you have VD? It isn't compatible with VD. (yet)
EDIT: I uploaded a file that makes the modcomp VD compatible in the 2nd post of this thread.

Yeah that's great :goodjob:

Another thing : Seljuks spawn with chevaliers (2nd french uu) instead of ghulam warriors (and I really don't know which one is worse ;) )

Oops, small oversight in the Consts.
EDIT: Updated download version. Git users just update.
 
EDIT: I uploaded a file that makes the modcomp VD compatible in the 2nd post of this thread.

What exactly was the cause lf the incompatibility, technically speaking?
 
If you use a modular XML files (which VD does), it will basically ignore the vanilla one in the XML folder. So the changes I made (assigning the new UU and UB to the civs in CivInfos) are ignored. To apply them, I had to assign the new UU and UB in the CivInfos of VD.
 
I am currently in the process of merging this with my own modmod, and am perplexed as to why a Chinese unique unit would require Alphabet of all things. :confused:
 
I wanted to make the Ancient Cannon a Trebuchet that is available earlier, but making it available too early would make it really overpowered. The Alphabet is more or less the exact time when I want to make it available. I didn't find any other tech which is suitable for making the Ancient Cannon available, so I stuck to it. (And I never bothered to change it after I initially made that decision) If you think another tech is more suitable, just let me know.

Spoiler :
Also, for a weird reason I can't explain, I do think that the Alphabet is somehow a fitting tech.
 
Machinery? Construction? Both?
 
Also is the ridiculously low cost of Berber Cavalry (20 Hammers!) intentional?
 
In the Civilopedia entry for Howitzer clicking on Artillery (as in the unit it replaces) leads to the tech Artillery instead.
 
Machinery? Construction? Both?

Both are only 1 tech ahead of Engineering. I want the Ancient cannon to be available a little bit earlier.

Also is the ridiculously low cost of Berber Cavalry (20 Hammers!) intentional?

No. I will fix it.

In the Civilopedia entry for Howitzer clicking on Artillery (as in the unit it replaces) leads to the tech Artillery instead.

That is a pedia bug that isn't specific to this modcomp. I can't do anything about it.
 
Both are only 1 tech ahead of Engineering. I want the Ancient cannon to be available a little bit earlier.

Isn't Construction pretty early? China wants it anyway because of the Great Wall.
 
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